Sam*_*ubb 2 python pygame collision-detection
我正在制作一个小平台游戏,你可以在其中放置块来制作关卡,然后播放它.
我有重力,跳跃,左右移动..但我不知道如何让玩家在向左或向右移动时与墙壁碰撞.
我想要它的工作方式是这样的 -
if key[K_LEFT]:
if not block to the left:
move to the left
我将如何做到这一点(相对于这个来源):
import pygame,random
from pygame.locals import *
import itertools
pygame.init()
screen=pygame.display.set_mode((640,480))
class Block(object):
sprite = pygame.image.load("texture\\dirt.png").convert_alpha()
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
class Player(object):
sprite = pygame.image.load("texture\\playr.png").convert()
sprite.set_colorkey((0,255,0))
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
blocklist = []
player = []
colliding = False
while True:
screen.fill((25,30,90))
mse = pygame.mouse.get_pos()
key=pygame.key.get_pressed()
if key[K_LEFT]:
p.rect.left-=1
if key[K_RIGHT]:
p.rect.left+=1
if key[K_UP]:
p.rect.top-=10
for event in pygame.event.get():
if event.type == QUIT: exit()
if key[K_LSHIFT]:
if event.type==MOUSEMOTION:
if not any(block.rect.collidepoint(mse) for block in blocklist):
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16))
else:
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
blocklist.remove(b)
if not to_remove:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16))
elif event.button == 3:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
player=[]
player.append(Player(x+16,y+16))
for b in blocklist:
screen.blit(b.sprite, b.rect)
for p in player:
if any(p.rect.colliderect(block) for block in blocklist):
#collide
pass
else:
p.rect.top += 1
screen.blit(p.sprite, p.rect)
pygame.display.flip()
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一个常见的方法是将水平和垂直碰撞处理分成两个单独的步骤.
如果你这样做并且还跟踪你的播放器的速度,很容易知道碰撞发生在哪一侧.
首先,让我们给玩家一些属性来跟踪他的速度:
class Player(object):
...
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
# indicates that we are standing on the ground
# and thus are "allowed" to jump
self.on_ground = True
self.xvel = 0
self.yvel = 0
self.jump_speed = 10
self.move_speed = 8
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现在我们需要一种方法来实际检查碰撞.正如已经说过的那样,为了方便起见,我们使用我们xvel并yvel知道我们是否与左侧或右侧相撞等.这进入了Player班级:
def collide(self, xvel, yvel, blocks):
# all blocks that we collide with
for block in [blocks[i] for i in self.rect.collidelistall(blocks)]:
# if xvel is > 0, we know our right side bumped
# into the left side of a block etc.
if xvel > 0: self.rect.right = block.rect.left
if xvel < 0: self.rect.left = block.rect.right
# if yvel > 0, we are falling, so if a collision happpens
# we know we hit the ground (remember, we seperated checking for
# horizontal and vertical collision, so if yvel != 0, xvel is 0)
if yvel > 0:
self.rect.bottom = block.rect.top
self.on_ground = True
self.yvel = 0
# if yvel < 0 and a collision occurs, we bumped our head
# on a block above us
if yvel < 0: self.rect.top = block.rect.bottom
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接下来,我们将运动处理移至Player课堂.所以让我们在跟踪输入的对象上创建.在这里,我使用了一个namedtuple,因为为什么不呢.
from collections import namedtuple
...
max_gravity = 100
Move = namedtuple('Move', ['up', 'left', 'right'])
while True:
screen.fill((25,30,90))
mse = pygame.mouse.get_pos()
key = pygame.key.get_pressed()
for event in pygame.event.get():
...
move = Move(key[K_UP], key[K_LEFT], key[K_RIGHT])
for p in player:
p.update(move, blocklist)
screen.blit(p.sprite, p.rect)
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我们传递blocklist给update方法,Player所以我们可以检查碰撞.使用该move对象,我们现在知道玩家应该移动的位置,所以让我们实现Player.update:
def update(self, move, blocks):
# check if we can jump
if move.up and self.on_ground:
self.yvel -= self.jump_speed
# simple left/right movement
if move.left: self.xvel = -self.move_speed
if move.right: self.xvel = self.move_speed
# if in the air, fall down
if not self.on_ground:
self.yvel += 0.3
# but not too fast
if self.yvel > max_gravity: self.yvel = max_gravity
# if no left/right movement, x speed is 0, of course
if not (move.left or move.right):
self.xvel = 0
# move horizontal, and check for horizontal collisions
self.rect.left += self.xvel
self.collide(self.xvel, 0, blocks)
# move vertically, and check for vertical collisions
self.rect.top += self.yvel
self.on_ground = False;
self.collide(0, self.yvel, blocks)
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剩下的唯一事情是使用a Clock来限制帧速率以让游戏以恒定速度运行.而已.
这是完整的代码:
import pygame,random
from pygame.locals import *
from collections import namedtuple
pygame.init()
clock=pygame.time.Clock()
screen=pygame.display.set_mode((640,480))
max_gravity = 100
class Block(object):
sprite = pygame.image.load("dirt.png").convert_alpha()
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
class Player(object):
sprite = pygame.image.load("dirt.png").convert()
sprite.set_colorkey((0,255,0))
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
# indicates that we are standing on the ground
# and thus are "allowed" to jump
self.on_ground = True
self.xvel = 0
self.yvel = 0
self.jump_speed = 10
self.move_speed = 8
def update(self, move, blocks):
# check if we can jump
if move.up and self.on_ground:
self.yvel -= self.jump_speed
# simple left/right movement
if move.left: self.xvel = -self.move_speed
if move.right: self.xvel = self.move_speed
# if in the air, fall down
if not self.on_ground:
self.yvel += 0.3
# but not too fast
if self.yvel > max_gravity: self.yvel = max_gravity
# if no left/right movement, x speed is 0, of course
if not (move.left or move.right):
self.xvel = 0
# move horizontal, and check for horizontal collisions
self.rect.left += self.xvel
self.collide(self.xvel, 0, blocks)
# move vertically, and check for vertical collisions
self.rect.top += self.yvel
self.on_ground = False;
self.collide(0, self.yvel, blocks)
def collide(self, xvel, yvel, blocks):
# all blocks that we collide with
for block in [blocks[i] for i in self.rect.collidelistall(blocks)]:
# if xvel is > 0, we know our right side bumped
# into the left side of a block etc.
if xvel > 0: self.rect.right = block.rect.left
if xvel < 0: self.rect.left = block.rect.right
# if yvel > 0, we are falling, so if a collision happpens
# we know we hit the ground (remember, we seperated checking for
# horizontal and vertical collision, so if yvel != 0, xvel is 0)
if yvel > 0:
self.rect.bottom = block.rect.top
self.on_ground = True
self.yvel = 0
# if yvel < 0 and a collision occurs, we bumped our head
# on a block above us
if yvel < 0: self.rect.top = block.rect.bottom
blocklist = []
player = []
colliding = False
Move = namedtuple('Move', ['up', 'left', 'right'])
while True:
screen.fill((25,30,90))
mse = pygame.mouse.get_pos()
key = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == QUIT: exit()
if key[K_LSHIFT]:
if event.type==MOUSEMOTION:
if not any(block.rect.collidepoint(mse) for block in blocklist):
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16))
else:
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
blocklist.remove(b)
if not to_remove:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16))
elif event.button == 3:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
player=[]
player.append(Player(x+16,y+16))
move = Move(key[K_UP], key[K_LEFT], key[K_RIGHT])
for b in blocklist:
screen.blit(b.sprite, b.rect)
for p in player:
p.update(move, blocklist)
screen.blit(p.sprite, p.rect)
clock.tick(60)
pygame.display.flip()
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请注意,我更改了图像名称,因此我只需要一个图像文件来测试它.另外,我不知道为什么你把玩家留在列表中,但这里有一个很好的动画游戏:

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