问题描述
我正在尝试使用Pygame在Python上编写一个pong游戏。奇怪的是,游戏运作良好,球在边缘反弹,使用空间重生,球拍移动(上/下箭头和i / k键)而没有离开屏幕。在大多数情况下,球会与桨碰撞,但在另一些情况下,球会发生怪异动作或瞬移。
我认为问题可能出在碰撞逻辑上。这就是我要分享的内容,如果您需要更多内容,请点击下面的链接。
P1和P2代表桨。基本上,我检查x是否在桨附近,然后检查y是否在桨范围内(从topPaddleY到bottomPaddleY) 有关更多代码,我将其与codekulptor3共享。 https://py3.codeskulptor.org/#user305_Voqctw5Vzh_0.py
class Ball:
def __init__(self,radius,center,color):
self.radius = radius
self.initial_attributes = center
self.center = list(center)
self.color = color
self.vel = [random.choice(VELociTIES),random.choice(VELociTIES)]
def draw(self):
pygame.draw.circle(screen,self.color,tuple(self.center),self.radius )
def update(self,p1,p2):
x = self.center[0]
y = self.center[1]
y_adjusted = (y+self.radius,y-self.radius)
if y_adjusted[0] >= HEIGHT or y_adjusted[1] <= 0:
self.vel[1] = -self.vel[1]
if x <= 28 or x >= WIDTH - 28:
p1_range = [p1.pos[1],p1.pos[1] + 100]
if p1_range[0] <= y <= p1_range[1]:
self.vel[0] = (-self.vel[0])
p2_range = [p2.pos[1],p2.pos[1] + 100]
if p2_range[0] <= y <= p2_range[1]:
self.vel[0] = (-self.vel[0])
def move(self,p2):
self.center[0] = self.center[0] + self.vel[0]
self.center[1] = self.center[1] + self.vel[1]
self.update(p1,p2)
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.spawn()
def spawn(self):
self.center = list(self.initial_attributes)
self.vel = [random.choice(VELociTIES),random.choice(VELociTIES)]
编辑:我能够按照建议使用y_adjusted +添加打印语句来检查它在碰撞过程中的位置,从而修复该问题。似乎在碰撞过程中速度变化不止一次,所以我添加了一个反射标志。现在看来运转良好。谢谢。
def update(self,y-self.radius)
reflected = False
if y_adjusted[0] >= HEIGHT or y_adjusted[1] <= 0:
self.vel[1] = -self.vel[1]
if x <= 28 or x >= WIDTH - 28:
p1_range = [p1.pos[1],p1.pos[1] + 100]
if ((p1_range[0] <= y_adjusted[0] <= p1_range[1]) or (p1_range[0] <= y_adjusted[1] <= p1_range[1])) and (not(reflected)):
self.vel[0] = (-self.vel[0])
reflected = True
p2_range = [p2.pos[1],p2.pos[1] + 100]
if ((p2_range[0] <= y_adjusted[0] <= p2_range[1]) or (p2_range[0] <= y_adjusted[1] <= p2_range[1])) and (not(reflected)):
self.vel[0] = (-self.vel[0])
reflected = True
else :
reflected = False
解决方法
我能够按照建议使用y_adjusted +添加打印语句来检查它在碰撞过程中的位置,从而修复该问题。似乎在碰撞过程中速度变化不止一次,所以我添加了一个反射标志。现在看来一切都很好。
def update(self,p1,p2):
x = self.center[0]
y = self.center[1]
y_adjusted = (y+self.radius,y-self.radius)
reflected = False
if y_adjusted[0] >= HEIGHT or y_adjusted[1] <= 0:
self.vel[1] = -self.vel[1]
if x <= 28 or x >= WIDTH - 28:
p1_range = [p1.pos[1],p1.pos[1] + 100]
if ((p1_range[0] <= y_adjusted[0] <= p1_range[1]) or (p1_range[0] <= y_adjusted[1] <= p1_range[1])) and (not(reflected)):
self.vel[0] = (-self.vel[0])
reflected = True
p2_range = [p2.pos[1],p2.pos[1] + 100]
if ((p2_range[0] <= y_adjusted[0] <= p2_range[1]) or (p2_range[0] <= y_adjusted[1] <= p2_range[1])) and (not(reflected)):
self.vel[0] = (-self.vel[0])
reflected = True
else :
reflected = False