问题描述
我要制作碰撞检测脚本.
当我运行脚本 Pygame
时,总是说图像冲突.
当我使用 {"rect = cat1.img.get_rect()"然后使用"rect.colliderect(其他图像的另一个rect)}}
时,它会打印崩溃".>
我在两个精灵中使用了 cat.png
.
问题
cat.png
不好吗?
我使用的脚本不正确吗?
我的计算机很奇怪吗?
这是我的脚本和 cat.png .
导入pygame,sys,时间从pygame.locals导入*pygame.init()Fps = 100fpsClock = pygame.time.Clock()Displaysurf = pygame.display.set_mode((300,300))#full是1900,1000pygame.display.set_caption('动画')白色=(255,255,255)类猫:def __init __(self,x,y):self.img = pygame.image.load('cat.png')self.x = xself.y = yself.rect = self.img.get_rect()def draw():Displaysurf.blit(self.img,(self.x,self.y))def colde(self,sprite1,sprite2):col = pygame.sprite.collide_rect(sprite1,sprite2)如果col == True:打印(崩溃!")cat1 = cat(10,10)cat2 = cat(100,100)而True:Displaysurf.fill(白色)cat1.draw()cat2.draw()对于pygame.event.get()中的事件:如果event.type == QUIT:pygame.quit()sys.exit()键= pygame.key.get_pressed()如果键[pygame.K_UP]:cat1.y-= 3如果键[pygame.K_DOWN]:cat1.y + = 3如果键[pygame.K_LEFT]:cat1.x-= 3如果键[pygame.K_RIGHT]:cat1.x + = 3cat1.colde(cat1,cat2)pygame.display.update()fpsClock.tick(Fps)`
您必须使用 cat1.rect.x
和 cat1.rect.x
而不是 cat1.x
和 cat1.y
移动对象,然后使用 cat1.rect
检查碰撞并绘制
self.rect.colliderect(other_sprite)surface.blit(self.img,self.rect)
代码:
import pygame#---常量---(UPPER_CASE_NAMES)FPS = 100白=(255,255,255)#---类---(CamelCaseNames)猫类:def __init __(self,x,y):self.img = pygame.image.load('cat.png')self.rect = self.img.get_rect()self.rect.x = xself.rect.y = ydef绘制(自身,表面):surface.blit(self.img,self.rect)def colide(自己,other_sprite):col = self.rect.colliderect(other_sprite)如果col:打印(崩溃!")#---主要---(lower_case_names)# - 在里面 -pygame.init()display_surf = pygame.display.set_mode((300,300))#full是1900,1000pygame.display.set_caption('动画')#-对象-cat1 = Cat(10,10)cat2 = Cat(100,100)#-主循环-fps_clock = pygame.time.Clock()运行=真在跑步的时候:#-事件-对于pygame.event.get()中的事件:如果event.type == pygame.QUIT:运行=假键= pygame.key.get_pressed()如果键[pygame.K_UP]:cat1.rect.y-= 3如果键[pygame.K_DOWN]:cat1.rect.y + = 3如果键[pygame.K_LEFT]:cat1.rect.x-= 3如果键[pygame.K_RIGHT]:cat1.rect.x + = 3#-更新(不抽签)-cat1.colide(cat2)#-抽签(无更新)-display_surf.fill(白色)cat1.draw(display_surf)cat2.draw(display_surf)pygame.display.update()fps_clock.tick(帧/秒)# - 结尾 -pygame.quit()
I want to make the Collision Detection scripts.
When I run my scripts Pygame
always say the images are in collision.
It prints "crash" when I use {"rect = cat1.img.get_rect()" then "rect.colliderect(another rect of other image)}
and this way both.
I used cat.png
in two sprites.
Questions
Is cat.png
bad?
Am I not using the right scripts?
Is my computer weird?
Here are my scripts and the cat.png.
import pygame, sys, time
from pygame.locals import *
pygame.init()
Fps = 100
fpsClock = pygame.time.Clock()
Displaysurf = pygame.display.set_mode((300, 300))# full is 1900, 1000
pygame.display.set_caption('Animation')
white = (255, 255, 255)
class cat:
def __init__(self, x, y):
self.img = pygame.image.load('cat.png')
self.x = x
self.y = y
self.rect = self.img.get_rect()
def draw(self):
Displaysurf.blit(self.img, (self.x, self.y))
def colde(self, sprite1, sprite2):
col = pygame.sprite.collide_rect(sprite1, sprite2)
if col == True:
print("crash!")
cat1 = cat(10, 10)
cat2 = cat(100, 100)
while True:
Displaysurf.fill(white)
cat1.draw()
cat2.draw()
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
cat1.y -= 3
if keys[pygame.K_DOWN]:
cat1.y += 3
if keys[pygame.K_LEFT]:
cat1.x -= 3
if keys[pygame.K_RIGHT]:
cat1.x += 3
cat1.colde(cat1, cat2)
pygame.display.update()
fpsClock.tick(Fps)`
You have to use cat1.rect.x
and cat1.rect.x
instead of cat1.x
and cat1.y
to move object and then use cat1.rect
to check collision and to draw it
self.rect.colliderect(other_sprite)
surface.blit(self.img, self.rect)
Code:
import pygame
# --- constants --- (UPPER_CASE_NAMES)
FPS = 100
WHITE = (255, 255, 255)
# --- classes --- (CamelCaseNames)
class Cat:
def __init__(self, x, y):
self.img = pygame.image.load('cat.png')
self.rect = self.img.get_rect()
self.rect.x = x
self.rect.y = y
def draw(self, surface):
surface.blit(self.img, self.rect)
def colide(self, other_sprite):
col = self.rect.colliderect(other_sprite)
if col:
print("crash!")
# --- main --- (lower_case_names)
# - init -
pygame.init()
display_surf = pygame.display.set_mode((300, 300)) # full is 1900, 1000
pygame.display.set_caption('Animation')
# - objects -
cat1 = Cat(10, 10)
cat2 = Cat(100, 100)
# - mainloop -
fps_clock = pygame.time.Clock()
running = True
while running:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
cat1.rect.y -= 3
if keys[pygame.K_DOWN]:
cat1.rect.y += 3
if keys[pygame.K_LEFT]:
cat1.rect.x -= 3
if keys[pygame.K_RIGHT]:
cat1.rect.x += 3
# - updates (without draws) -
cat1.colide(cat2)
# - draws (without updates) -
display_surf.fill(WHITE)
cat1.draw(display_surf)
cat2.draw(display_surf)
pygame.display.update()
fps_clock.tick(FPS)
# - end -
pygame.quit()
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