Pygame:精灵的边缘碰撞

8
在pygame中,有没有一种方法可以查找精灵的特定一侧与另一个精灵的特定一侧之间的碰撞?例如,如果精灵A的顶部与精灵B的底部发生碰撞,则返回True。我确定有一种方法可以实现这一点,但我在文档中找不到任何特定的方法。谢谢!

你在意碰撞中哪些方面参与吗?比如说,你只想包括顶部和底部的碰撞而忽略其他方面,还是根本不关心这个? - Aleksander Lidtke
同时,发布一些让人们看到你实际尝试解决问题的东西,最好是你编写的一些代码来解决它。 - Aleksander Lidtke
5个回答

18

在PyGame中没有获取边缘碰撞的函数。

但是您可以尝试使用pygame.Rect.collidepoint来测试A.rect.midleftA.rect.midrightA.rect.midtopA.rect.midbottomA.rect.topleftA.rect.bottomleftA.rect.toprightA.rect.bottomright是否在B.rectpygame.Rect)内。


编辑:

示例代码。使用箭头移动玩家并接触敌人。

这可能不是最优解决方案

import pygame

WHITE = (255,255,255)
BLACK = (0  ,0  ,0  )
RED   = (255,0  ,0  )
GREEN = (0  ,255,0  )
BLUE  = (0  ,0  ,255)

class Player():

    def __init__(self, x=0, y=0, width=150, height=150):

        self.rect = pygame.Rect(x, y, width, height)

        self.speed_x = 5
        self.speed_y = 5

        self.move_x = 0
        self.move_y = 0

        self.collision = [False] * 9

        self.font = pygame.font.SysFont("", 32)
        self.text = "";

    def set_center(self, screen):
        self.rect.center = screen.get_rect().center

    def event_handler(self, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                self.move_x -= self.speed_x
            elif event.key == pygame.K_RIGHT:
                self.move_x += self.speed_x
            elif event.key == pygame.K_UP:
                self.move_y -= self.speed_y
            elif event.key == pygame.K_DOWN:
                self.move_y += self.speed_y

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                self.move_x += self.speed_x
            elif event.key == pygame.K_RIGHT:
                self.move_x -= self.speed_x
            elif event.key == pygame.K_UP:
                self.move_y += self.speed_y
            elif event.key == pygame.K_DOWN:
                self.move_y -= self.speed_y

    def update(self):
        self.rect.x += self.move_x
        self.rect.y += self.move_y

    def draw(self, screen):

        pygame.draw.rect(screen, WHITE, self.rect, 2)
        self.draw_point(screen, self.rect.topleft, self.collision[0])
        self.draw_point(screen, self.rect.topright, self.collision[1])
        self.draw_point(screen, self.rect.bottomleft, self.collision[2])
        self.draw_point(screen, self.rect.bottomright, self.collision[3])

        self.draw_point(screen, self.rect.midleft, self.collision[4])
        self.draw_point(screen, self.rect.midright, self.collision[5])
        self.draw_point(screen, self.rect.midtop, self.collision[6])
        self.draw_point(screen, self.rect.midbottom, self.collision[7])

        self.draw_point(screen, self.rect.center, self.collision[8])

    def draw_point(self, screen, pos, collision):
        if not collision:
            pygame.draw.circle(screen, GREEN, pos, 5)
        else:
            pygame.draw.circle(screen, RED, pos, 5)

    def check_collision(self, rect):
        self.collision[0] = rect.collidepoint(self.rect.topleft)
        self.collision[1] = rect.collidepoint(self.rect.topright)
        self.collision[2] = rect.collidepoint(self.rect.bottomleft)
        self.collision[3] = rect.collidepoint(self.rect.bottomright)

        self.collision[4] = rect.collidepoint(self.rect.midleft)
        self.collision[5] = rect.collidepoint(self.rect.midright)
        self.collision[6] = rect.collidepoint(self.rect.midtop)
        self.collision[7] = rect.collidepoint(self.rect.midbottom)

        self.collision[8] = rect.collidepoint(self.rect.center)

    def render_collision_info(self):

        text = "collision: "
        print "collision:",

        if self.collision[0] or self.collision[2] or self.collision[4]:
            text += "left "
            print "left",

        if self.collision[1] or self.collision[3] or self.collision[5]:
            text += "right "
            print "right",

        if self.collision[0] or self.collision[1] or self.collision[6]:
            text += "top "
            print "top",

        if self.collision[2] or self.collision[3] or self.collision[7]:
            text += "bottom "
            print "bottom",

        if self.collision[8]:
            text += "center "
            print "center",

        print

        self.text = self.font.render(text, 1, WHITE)

    def draw_collision_info(self, screen, pos):
        screen.blit(self.text, pos)

#----------------------------------------------------------------------

class Game():

    def __init__(self):

        pygame.init()

        self.screen = pygame.display.set_mode( (800,600) )
        pygame.display.set_caption("Side Collision")

        self.player = Player()
        self.enemy  = Player()
        self.enemy.set_center(self.screen)


    def run(self):
        clock = pygame.time.Clock()

        RUNNING = True

        while RUNNING:

            # --- events ----

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    RUNNING = False

                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        RUNNING = False

                self.player.event_handler(event)

            # --- updates ---

            self.player.update()
            self.enemy.update()

            self.player.check_collision(self.enemy.rect)
            self.enemy.check_collision(self.player.rect)
            self.player.render_collision_info()
            self.enemy.render_collision_info()

            # --- draws ----

            self.screen.fill(BLACK)

            self.player.draw(self.screen)
            self.enemy.draw(self.screen)

            self.player.draw_collision_info(self.screen, (0,0))
            self.enemy.draw_collision_info(self.screen, (0,32))

            pygame.display.update()

            # --- FPS ---

            clock.tick(30)

        pygame.quit()

#----------------------------------------------------------------------

Game().run()

enter image description here


编辑 (08.2016): 带有rectrect_ratiocircle的版本。

GitHub:furas/python-examples/pygame/collisions

enter image description here


3
我通过创建多个碰撞框来解决了这个问题。这应该对很多人有帮助。

https://youtu.be/W-Vz6le1YUg

代码:

if tanner.axe.colliderect(oak.red) and. 
      tanner.playerHitBox.colliderect(oak.leftHit) and. 
      keys_pressed[pygame.K_SPACE]:
      Number_of_Hits_Left += 1
      print(Number_of_Hits_Left)

 if tanner.axe.colliderect(oak.red) and. 
       tanner.playerHitBox.colliderect(oak.rightHit) and. 
       keys_pressed[pygame.K_SPACE]:
       Number_of_Hits_Right += 1
       print(Number_of_Hits_Right)

所以我总共有5个命中箱来完成这个任务。实际上,你只需要创建一个主要的命中箱,然后在左右两侧创建2个侧面箱,使它们仅略微重叠。所以假设你射出一颗子弹,你的代码应该像上面那样。“当子弹与侧面箱碰撞,并且当子弹与主箱碰撞时,做某事。”

2
碰撞背后的逻辑如下:
#Assume two surfaces
objectA
objectB

if objectA.right > objectB.left and objectA.left < objectB.right and objectA.top < objectB.bottom and objectA.bottom > objectB.top
    #Collision happens

如果您想检测侧面碰撞(例如,对象A撞到了对象B的侧面),可以执行以下操作:

#Here is the code where objectA moves
objectA.X += 10
#Here check Collision, if collision happens objectA hitted objectB from the side
objectA.Y += 10
#Here check Collision again, if collision is true then objectA hitted object B from top/bottom

1

这就是为什么大多数教程建议保存精灵的初始方向。在发生碰撞时,向相反方向移动。


0
给objectA添加这个方法:
def is_collided_with(self, sprite): return self.rect.colliderect(sprite.rect)
这个返回语句会返回True或False 然后在主循环中检测碰撞:
if objectA.is_collided_with(ObjectB): 碰撞发生了!

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