问题描述
我正在制作一个篮球比赛,其中一个球被射出,当它击中一个移动的篮筐时,它会得分。我必须使用面向对象的编程风格来做到这一点,但是我无法创建碰撞语句来检测球何时接触篮筐。我试图创建的碰撞语句位于 hoop_collisions 函数下的 Ball 类中。 hit_hoop = pygame.sprite.spritecollide(self,hoops,False)
据我所知,精灵碰撞的东西不起作用,除非它有一个精灵组作为第二个参数。我遇到的问题是我的篮球(篮球)精灵组是在主文件中定义的。 hoops = pygame.sprite.Group() hoop = Hoop(250,10) hoops.add(hoop)
我无法调用 sprite 组,因为 Ball 类以及其余的类文件都被导入到主文件中,我无法将其导入回来,因为它会产生错误。我曾尝试将碰撞语句移动到其他文件,但我总是以无法在该文件中定义的东西告终,并最终陷入循环。我对 Python 和一般编码相当陌生,因此我们将不胜感激。
import os
import math
import pygame
class Hoop(pygame.sprite.Sprite):
def __init__(self,x,y):
super().__init__()
image_location = os.path.join("assets","unnamed (1).png")
self.image = pygame.image.load(image_location).convert_alpha()
self.size = self.image.get_size()
self.image = pygame.transform.scale(self.image,(240,200))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.x_speed = 2
def move(self,x_change):
self.rect.x += x_change
def wall_bounce(self):
if self.rect.right >= 700 or self.rect.left <= -50:
self.x_speed *= -1
def update(self):
self.move(self.x_speed)
self.wall_bounce()
import os
import math
import pygame
from boundary import Hoop
class Ball(pygame.sprite.Sprite):
def __init__(self,y,x_speed,y_speed):
super().__init__()
image_location = os.path.join("assets","unnamed.png")
self.image = pygame.image.load(image_location).convert_alpha()
self.size = self.image.get_size()
self.image = pygame.transform.scale(self.image,(75,60))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.x_speed = y_speed
self.y_speed = x_speed
score_count = 0
def move(self,x_change,y_change):
self.rect.x += x_change
self.rect.y += y_change
def wall_collide(self):
if self.rect.right >= 650 or self.rect.left <= 0:
# 650 is the screen width
self.x_speed *= -1
elif self.rect.bottom >= 1000:
# 1000 is the screen height
self.kill()
def gravity(self):
gravity = 0.95
self.y_speed += gravity
def hoop_collisions(self):
hit_hoop = pygame.sprite.spritecollide(self,False)
if hit_hoop:
score_count += 1
self.kill()
def update(self):
self.move(self.x_speed,self.y_speed)
self.gravity()
self.wall_collide()
self.hoop_collisions()
import os
import math
import pygame
import time
from ball import Ball
from boundary import Hoop
class Cannon(pygame.sprite.Sprite):
def __init__(self,"unnamed (2).png")
self.image = pygame.image.load(image_location).convert_alpha()
self.image = pygame.transform.scale(self.image,(200,200))
self.original_image = self.image
self.rect = self.image.get_rect()
self.position = (325,900)
self.balls = pygame.sprite.Group()
self.rect.x = x
self.rect.y = y
def rotate(self):
self.mouse_x,self.mouse_y = pygame.mouse.get_pos()
self.rel_x,self.rel_y = self.mouse_x - self.rect.centerx,self.mouse_y - self.rect.centery
self.angle = math.atan2(-self.rel_y,self.rel_x) + 1.57
self.angle2 = (180 / math.pi) * -math.atan2(self.rel_y,self.rel_x) - 90
self.image = pygame.transform.rotate(self.original_image,int(self.angle2))
self.rect = self.image.get_rect(center = self.position)
def create_new_ball(self):
new_ball = Ball(self.rect.centerx,self.rect.centery,(40 * math.cos(self.angle)),(40 * math.sin(self.angle)))
self.balls.add(new_ball)
time.sleep(0.1)
def update(self):
self.rotate()
self.balls.update()
import sys
import os
import pygame
from ball import Ball
from boundary import Hoop
from level import Level
from cannon import Cannon
"""
SETUP section - preparing everything before the main loop runs
"""
pygame.init()
# Global constants
SCREEN_WIDTH = 650
SCREEN_HEIGHT = 1000
FRAME_RATE = 30
# Useful colors
BLACK = (0,0)
GREEN = (40,147,43)
WHITE = (255,255,255)
# Creating the screen and the clock
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
screen.set_alpha(0) # Make alpha bits transparent
clock = pygame.time.Clock()
# Hoops sprite group
hoops = pygame.sprite.Group()
hoop = Hoop(250,10)
hoops.add(hoop)
# cannon sprite group and position
cannons = pygame.sprite.Group()
cannon = Cannon(230,795)
cannons.add(cannon)
run = True
while run:
"""
EVENTS section
"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
sys.exit()
# Keyboard events
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_UP] or keys_pressed[pygame.K_w]:
pass
if keys_pressed[pygame.K_LEFT] or keys_pressed[pygame.K_a]:
pass
if keys_pressed[pygame.K_RIGHT] or keys_pressed[pygame.K_d]:
pass
if keys_pressed[pygame.K_DOWN] or keys_pressed[pygame.K_s]:
pass
if keys_pressed[pygame.K_SPACE]:
cannon.create_new_ball()
"""
UPDATE section
"""
cannon.balls.update()
hoops.update()
cannons.update()
"""
DRAW section
"""
screen.fill(GREEN)
cannon.balls.draw(screen)
hoops.draw(screen)
cannons.draw(screen)
pygame.display.flip(
)
clock.tick(
FRAME_RATE
)
解决方法
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