Mer*_*inX 2 python pygame vector collision-detection
嘿,我正在尝试用 pyame 创建一个突围克隆,我用过
self.course(180 - self.course) % 360
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为了反弹桨的球,但是我正在研究矢量 2 类,但我不知道如何使用它来转换我的 Ball 类。如果有人可以指导我朝着正确的方向前进。
这是我想使用vector2转换的代码。
import pygame
import math
class Ball(pygame.sprite.Sprite):
course = 130
def __init__(self):
# Calling the parent class (Sprite)
pygame.sprite.Sprite.__init__(self)
# Creating the ball and load the ball image
self.image = pygame.image.load("ball.png").convert()
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = 270
# Creating a bounce function to make the ball bounce of surfaces.
def bounce(self, diff):
self.course = (180 - self.course) % 360
self.course -= diff
# Create the function that will update the ball.
def update(self):
course_radianse = math.radians(self.course)
self.rect.x += 10 * math.sin(course_radianse)
self.rect.y -= 10 * math.cos(course_radianse)
self.rect.x = self.rect.x
self.rect.y = self.rect.y
# Check if ball goes past top
if self.rect.y <= 0:
self.bounce(0)
self.rect.y = 1
# Check if ball goes past left side
if self.rect.x <= 0:
self.course = (360 - self.course) % 360
self.rect.x = 1
# Check if ball goes past right side
if self.rect.x >= 800:
self.course = (360 - self.course) % 360
self.rect.x = 800 - 1
if self.rect.y > 600:
return True
else:
return False
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矢量定义了方向和数量。您必须将向量添加到球的位置。遗憾的是pygame.Rect只存储整数,因此对象的位置也必须存储在pygame.math.Vector2. 您需要 1 个向量作为对象的位置,第二个向量作为方向。每次位置发生变化时,.rect都必须通过舍入位置设置属性。如果物体碰到一个表面,那么球就会被表面的法线向量反射(.reflect())。
最小的例子:
repl.it/@Rabbid76/PyGame-BallBounceOffFrame
import pygame
import random
class Ball(pygame.sprite.Sprite):
def __init__(self, startpos, velocity, startdir):
super().__init__()
self.pos = pygame.math.Vector2(startpos)
self.velocity = velocity
self.dir = pygame.math.Vector2(startdir).normalize()
self.image = pygame.image.load("ball.png").convert_alpha()
self.rect = self.image.get_rect(center = (round(self.pos.x), round(self.pos.y)))
def reflect(self, NV):
self.dir = self.dir.reflect(pygame.math.Vector2(NV))
def update(self):
self.pos += self.dir * self.velocity
self.rect.center = round(self.pos.x), round(self.pos.y)
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
all_groups = pygame.sprite.Group()
start, velocity, direction = (250, 250), 5, (random.random(), random.random())
ball = Ball(start, velocity, direction)
all_groups.add(ball)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_groups.update()
if ball.rect.left <= 100:
ball.reflect((1, 0))
if ball.rect.right >= 400:
ball.reflect((-1, 0))
if ball.rect.top <= 100:
ball.reflect((0, 1))
if ball.rect.bottom >= 400:
ball.reflect((0, -1))
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), (100, 100, 300, 300), 1)
all_groups.draw(window)
pygame.display.flip()
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假设您有一组块:
block_group = pygame.sprite.Group()
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检测的碰撞ball和block_group。一旦pygame.sprite.spritecollide()检测到碰撞 ( ),reflect块上的球:
block_hit = pygame.sprite.spritecollide(ball, block_group, False)
if block_hit:
bl = block_hit[0].rect.left - ball.rect.width/4
br = block_hit[0].rect.right + ball.rect.width/4
nv = (0, 1) if bl < ball.rect.centerx < br else (1, 0)
ball.reflect(nv)
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