问题描述
我在尝试计算 python3 中精灵类之间的掩码碰撞检测时遇到问题。我对 pygame 了解不多,因为这是我使用它的第一个项目。任何关于如何检测碰撞的建议将不胜感激。 Racecar 类似乎存在问题,因为它似乎只在显示器的左上角 (0,0) 处闪烁。我已经尝试了一些碰撞方法,但是我似乎无法让它们中的任何一个工作
import pygame
from pygame.math import Vector2
from math import radians,tan,degrees,copysign
pygame.init()
width = 1920
height = 900
hWidth = width/2
hHeight = height/2
SURFACE = pygame.HWSURFACE | pygame.DOUBLEBUF
global screen
screen = pygame.display.set_mode((width,height),SURFACE)
time = pygame.time.Clock()
clock = pygame.time.Clock()
white = (255,255,255)
grey = (105,105,105)
class Race_car(pygame.sprite.Sprite):
def __init__(self,car_image,x,y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.pos = Vector2(x,y)
self.veLocity = Vector2(0.0,0.0)
self.angle = 0.0
self.length = 4
self.maxacceleration = 10
self.maxSteering = 50
self.maxVeLocity = 17
self.brakeDeceleration = 20
self.freeDeceleration = 6
self.acceleration = 0.0
self.steering = 0.0
self.dt = clock.get_time() / 1000
self.image = pygame.image.load(car_image).convert_alpha()
self.mask = pygame.mask.from_surface(self.image)
self.rotated = pygame.transform.rotate(self.image,self.angle)
self.rect = self.rotated.get_rect()
def update(self):
self.dt = clock.get_time() / 1000
self.veLocity += (self.acceleration * self.dt,0)
self.veLocity.x = max(-self.maxVeLocity,min(self.veLocity.x,self.maxVeLocity))
if self.steering:
turningRadius = self.length / tan(radians(self.steering))
angular_veLocity = self.veLocity.x / turningRadius
else:
angular_veLocity = 0
self.pos += self.veLocity.rotate(-self.angle) * self.dt
self.angle += degrees(angular_veLocity) * self.dt
self.rect = self.rotated.get_rect()
self.rotated = pygame.transform.rotate(self.image,self.angle)
screen.blit(self.rotated,self.pos * 32 - (self.rect.width / 2,self.rect.height / 2))
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
if self.veLocity.x < 0:
self.acceleration = +self.brakeDeceleration
self.acceleration += 400 * self.dt
elif pressed[pygame.KEYDOWN]:
if self.veLocity.x < 0:
self.acceleration = -self.brakeDeceleration
else:
self.acceleration -= 5 * self.dt
elif pressed[pygame.K_SPACE]:
if abs(self.veLocity.x) > self.dt * self.brakeDeceleration:
self.acceleration = -copysign(self.brakeDeceleration,self.veLocity.x)
else:
self.acceleration = -self.veLocity.x / self.dt
else:
if abs(self.veLocity.x) > self.dt * self.freeDeceleration:
self.acceleration = -copysign(self.freeDeceleration,self.veLocity.x)
else:
if self.dt != 0:
self.acceleration = -self.veLocity.x / self.dt
self.acceleration = max(-self.maxacceleration,min(self.acceleration,self.maxacceleration))
if pressed[pygame.K_RIGHT]:
self.steering -= 400 * self.dt
elif pressed[pygame.K_LEFT]:
self.steering += 400 * self.dt
else:
self.steering = 0
self.steering = max(-self.maxSteering,min(self.steering,self.maxSteering))
class Finish_Line(pygame.sprite.Sprite):
def __init__(self,finish_image):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(finish_image).convert_alpha()
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect(topleft=(1190,803))
def update(self):
screen.blit(self.image,self.rect)
class Racetrack(pygame.sprite.Sprite):
def __init__(self,track_image):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(track_image).convert_alpha()
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect(topleft=(0,0))
def update(self):
screen.blit(self.image,self.rect)
finish = Finish_Line('FinishSt.jpg')
car = Race_car("F1 Car1.png",32.6,26.3)
track = Racetrack('pixil mask.png')
sprite_group = pygame.sprite.Group() # All sprites for updating and drawing
sprite_group.add(track)
sprite_group.add(finish)
sprite_group.add(car)
car_group = pygame.sprite.GroupSingle(car)
markings = pygame.image.load('markings (1).png')
class Game: # initialize game class
def __init__(self):
pygame.display.set_caption("2D Racer")
self.running = True
def run(self):
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if pygame.sprite.spritecollide(track,car_group,False,collided=pygame.sprite.collide_mask):
print('collision')
sprite_group.update()
screen.fill(grey)
sprite_group.draw(screen)
screen.blit(markings,(974,812))
pygame.display.update()
clock.tick(60)
pygame.quit()
g = Game()
if __name__ == '__main__':
game = Game()
g.run()
解决方法
pygame.sprite.spritecollide
使用 pygame.sprite.Sprite
对象的 .rect
属性来标识对象的位置。即使您使用蒙版碰撞,也必须知道对象的大致位置。
在更改位置 (.rect
) 后,您必须更新存储在 Race_car
的 pos
属性中的位置:
class Race_car(pygame.sprite.Sprite):
# [...]
def update(self):
# [...]
self.pos += self.velocity.rotate(-self.angle) * self.dt
self.angle += degrees(angular_velocity) * self.dt
center_x = round(self.pos.x)
center_y = round(self.pos.y)
self.rect = self.rotated.get_rect(center = (center_x,center_y))
# [...]