Man*_*yLB 2 python geometry pygame collision-detection python-2.7
我想在pygame中创建一个圆圈,我可以围绕一个边缘有"传感器"的空间移动.我希望在圆周上有一个"前","左"和"右"传感器,我可以用它来操纵圆圈的运动.
基本上,这些点有助于检测周围的障碍物,并允许圆圈在移动时旋转(以帮助控制移动).
在下图中你可以看到这个想法,圆圈从一个位置开始,有指针,在空间中移动并避开方形障碍物,我能够以各种角度转动它而不会失去对"前面的"和"后面的是.
我不在乎是否在整个图形中看到圆圈边缘上的点以识别"传感器",只是绘制并标记它们以说明这个想法.
旁注:我意识到看到R和L标签向后的图像给出了圆圈本身的方向,但仍然是相同的想法.

您可以为这三个点定义一些向量.如果创建一个具有圆的半径的矢量并将其添加到中心坐标,则会在圆周上得到一个点.然后你可以将这个向量旋转-90度和90度来获得另外两个向量.当代理旋转时,您可以先旋转前矢量,然后再次使用它来获取左右矢量.
这是一个完整的例子:
import pygame as pg
from pygame.math import Vector2
class Agent(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super(Agent, self).__init__(*groups)
self.radius = 25
self.image = pg.Surface((50, 50), pg.SRCALPHA)
pg.draw.circle(self.image, pg.Color('dodgerblue4'),
(self.radius, self.radius), self.radius)
self.rect = self.image.get_rect(center=pos)
self.speed = 0
self.angular_speed = 0
self.pos = Vector2(pos)
# If you add this vector to the center pos, you get a point
# on the circumference of the circle.
self.front = Vector2(0, -self.radius) # Pointing upward.
# Just rotate the front vector by -90 and 90 degrees to get
# the left and right vectors. `rotate` returns a new vector.
self.left = self.front.rotate(-90)
self.right = self.front.rotate(90)
def update(self):
# Use the front vector as the velocity.
self.pos += self.front.normalize() * self.speed
self.rect.center = self.pos
if self.angular_speed != 0:
self.rotate()
def rotate(self):
"""Rotate the front vector and use it to update the other two."""
self.front.rotate_ip(self.angular_speed)
self.left = self.front.rotate(-90)
self.right = self.front.rotate(90)
def draw_vectors(self, screen):
"""Draw the three vectors."""
pg.draw.circle(screen, (0, 240, 50), list(map(int, self.pos+self.front)), 3)
pg.draw.circle(screen, (240, 0, 50), list(map(int, self.pos+self.left)), 3)
pg.draw.circle(screen, (240, 240, 0), list(map(int, self.pos+self.right)), 3)
pg.draw.line(screen, (0, 240, 50), self.pos, self.pos+self.front, 2)
pg.draw.line(screen, (240, 0, 50), self.pos, self.pos+self.left, 2)
pg.draw.line(screen, (240, 240, 0), self.pos, self.pos+self.right, 2)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
agent = Agent((100, 300), all_sprites)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_w:
agent.speed = 5
elif event.key == pg.K_a:
agent.angular_speed = -10
elif event.key == pg.K_d:
agent.angular_speed = 10
elif event.type == pg.KEYUP:
if event.key == pg.K_w:
agent.speed = 0
elif event.key == pg.K_a:
agent.angular_speed = 0
elif event.key == pg.K_d:
agent.angular_speed = 0
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
agent.draw_vectors(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
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