如何使用面向对象编程让球精灵与另一个精灵碰撞

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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