问题描述
我使用下面的类制作了子弹列表和子画面列表.如何检测子弹是否与精灵碰撞,然后删除该精灵和子弹?
#Define Sprite类类精灵:def __init __(self,x,y,name):自我.x = xself.y = yself.image = pygame.image.load(name)self.rect = self.image.get_rect()def render():window.blit(self.image,(self.x,self.y))#定义项目符号类以创建项目符号子弹类:def __init __(self,x,y):self.x = x + 23self.y = yself.bullet = pygame.image.load("user_bullet.BMP")self.rect = self.bullet.get_rect()def render():window.blit(self.bullet,(self.x,self.y))
在PyGame中,可以使用
import pygamepygame.init()窗口= pygame.display.set_mode((250,250))rect = pygame.Rect(* window.get_rect().center,0,0).inflate(100,100)运行=真运行时:对于pygame.event.get()中的事件:如果event.type == pygame.QUIT:运行=错误点= pygame.mouse.get_pos()碰撞= rect.collidepoint(point)color =(255,0,0)如果碰撞否则(255,255,255)window.fill(0)pygame.draw.rect(窗口,颜色,矩形)pygame.display.flip()pygame.quit()出口()
import pygamepygame.init()窗口= pygame.display.set_mode((250,250))rect1 = pygame.Rect(* window.get_rect().center,0,0).inflate(75,75)rect2 = pygame.Rect(0,0,75,75)运行=真运行时:对于pygame.event.get()中的事件:如果event.type == pygame.QUIT:运行=错误rect2.center = pygame.mouse.get_pos()碰撞= rect1.colliderect(rect2)color =(255,0,0)如果碰撞否则(255,255,255)window.fill(0)pygame.draw.rect(窗口,颜色,rect1)pygame.draw.rect(窗口,(0,255,0),rect2,6,1)pygame.display.flip()pygame.quit()出口()
此外
import pygamepygame.init()窗口= pygame.display.set_mode((250,250))sprite1 = pygame.sprite.Sprite()sprite1.image = pygame.Surface((75,75))sprite1.image.fill((255,0,0))sprite1.rect = pygame.Rect(* window.get_rect().center,0,0).inflate(75,75)sprite2 = pygame.sprite.Sprite()sprite2.image = pygame.Surface((75,75))sprite2.image.fill((0,255,0))sprite2.rect = pygame.Rect(* window.get_rect().center,0,0).inflate(75,75)all_group = pygame.sprite.Group([sprite2,sprite1])test_group = pygame.sprite.Group(sprite2)运行=真运行时:对于pygame.event.get()中的事件:如果event.type == pygame.QUIT:运行=错误sprite1.rect.center = pygame.mouse.get_pos()碰撞= pygame.sprite.spritecollide(sprite1,test_group,False)window.fill(0)all_group.draw(窗口)对于s发生碰撞:pygame.draw.rect(窗口,(255,255,255),s.rect,5,1)pygame.display.flip()pygame.quit()出口()
有关与口罩的碰撞,请参见
import pygamepygame.init()窗口= pygame.display.set_mode((250,250))sprite1 = pygame.sprite.Sprite()sprite1.image = pygame.Surface((80,80),pygame.SRCALPHA)pygame.draw.circle(sprite1.image,(255,0,0),(40,40),40)sprite1.rect = pygame.Rect(* window.get_rect().center,0,0).inflate(40,40)sprite2 = pygame.sprite.Sprite()sprite2.image = pygame.Surface((80,89),pygame.SRCALPHA)pygame.draw.circle(sprite2.image,(0,255,0),(40,40),40)sprite2.rect = pygame.Rect(* window.get_rect().center,0,0).inflate(80,80)all_group = pygame.sprite.Group([sprite2,sprite1])test_group = pygame.sprite.Group(sprite2)运行=真运行时:对于pygame.event.get()中的事件:如果event.type == pygame.QUIT:运行=错误sprite1.rect.center = pygame.mouse.get_pos()碰撞= pygame.sprite.spritecollide(sprite1,test_group,False,pygame.sprite.collide_circle)window.fill(0)all_group.draw(窗口)对于s发生碰撞:pygame.draw.circle(窗口,(255,255,255),矩形中心,矩形宽度//2,5)pygame.display.flip()pygame.quit()出口()
这对您的代码意味着什么?
pygame.Surface.get_rect.get_rect()
返回具有 Surface 对象大小的矩形,由于 Surface 对象没有位置,因此该矩形始终以(0,0)开始.矩形的位置可以通过关键字参数指定.例如,可以使用关键字参数 center
指定矩形的中心.这些关键字参数应用于 pygame.Rect
,然后再返回(请参见 pygame.Rect
以获得关键字参数的完整列表).
请参阅* 为什么我的碰撞测试总是返回"true",为什么?图像矩形的位置是否总是错误(0,0)?
您根本不需要 Sprite
和 Bullet
的 x
和 y
属性.请使用 rect
属性的位置代替:
#定义sprite类类精灵:def __init __(self,x,y,name):self.image = pygame.image.load(name)self.rect = self.image.get_rect(topleft =(x,y))def render():window.blit(self.image,self.rect)#定义项目符号类以创建项目符号子弹类:def __init __(self,x,y):self.bullet = pygame.image.load("user_bullet.BMP")self.rect = self.bullet.get_rect(topleft =(x + 23,y))def render():window.blit(self.bullet,self.rect)
使用 pygame.Rect.colliderect()
来检测 Sprite
和 Bullet
实例之间的冲突.
请参阅如何检测两个矩形对象之间的碰撞或pygame中的图片:
my_sprite = Sprite(sx,sy,name)my_bullet =项目符号(by,by)
为True时:#[...]如果my_sprite.rect.colliderect(my_bullet.rect):printe(命中")
I have made a list of bullets and a list of sprites using the classes below. How do I detect if a bullet collides with a sprite and then delete that sprite and the bullet?
#Define the sprite class
class Sprite:
def __init__(self,x,y, name):
self.x=x
self.y=y
self.image = pygame.image.load(name)
self.rect = self.image.get_rect()
def render(self):
window.blit(self.image, (self.x,self.y))
# Define the bullet class to create bullets
class Bullet:
def __init__(self,x,y):
self.x = x + 23
self.y = y
self.bullet = pygame.image.load("user_bullet.BMP")
self.rect = self.bullet.get_rect()
def render(self):
window.blit(self.bullet, (self.x, self.y))
In PyGame, basic collision detection can be done using pygame.Rect
objects. The Rect
object offers various methods for detecting collisions between objects. Note that even the collision of a rectangular object with a circular object such as a paddle and a ball in Pong game can be roughly detected by a collision between two rectangular objects, the paddle and the bounding rectangle of the ball.
Some examples:
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(100, 100) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False point = pygame.mouse.get_pos() collide = rect.collidepoint(point) color = (255, 0, 0) if collide else (255, 255, 255) window.fill(0) pygame.draw.rect(window, color, rect) pygame.display.flip() pygame.quit() exit()
See also How to detect collisions between two rectangular objects or images in pygame
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) rect1 = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75) rect2 = pygame.Rect(0, 0, 75, 75) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False rect2.center = pygame.mouse.get_pos() collide = rect1.colliderect(rect2) color = (255, 0, 0) if collide else (255, 255, 255) window.fill(0) pygame.draw.rect(window, color, rect1) pygame.draw.rect(window, (0, 255, 0), rect2, 6, 1) pygame.display.flip() pygame.quit() exit()
Furthermore pygame.Rect.collidelist
and pygame.Rect.collidelistall
can be used for the collision test between a rectangle and a list of rectangles. pygame.Rect.collidedict
and pygame.Rect.collidedictall
can be used for the collision collision test between a rectangle and a dictionary of rectangles.
The collision of pygame.sprite.Sprite
and pygame.sprite.Group
objects, can be detected by pygame.sprite.spritecollide()
, pygame.sprite.groupcollide()
or pygame.sprite.spritecollideany()
. When using these methods, the collision detection algorithm can be specified by the collided
argument:
Possible collided
callables are collide_rect
, collide_rect_ratio
, collide_circle
, collide_circle_ratio
, collide_mask
Some examples:
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) sprite1 = pygame.sprite.Sprite() sprite1.image = pygame.Surface((75, 75)) sprite1.image.fill((255, 0, 0)) sprite1.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75) sprite2 = pygame.sprite.Sprite() sprite2.image = pygame.Surface((75, 75)) sprite2.image.fill((0, 255, 0)) sprite2.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75) all_group = pygame.sprite.Group([sprite2, sprite1]) test_group = pygame.sprite.Group(sprite2) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False sprite1.rect.center = pygame.mouse.get_pos() collide = pygame.sprite.spritecollide(sprite1, test_group, False) window.fill(0) all_group.draw(window) for s in collide: pygame.draw.rect(window, (255, 255, 255), s.rect, 5, 1) pygame.display.flip() pygame.quit() exit()
For a collision with masks see How can I made a collision mask? or Pygame mask collision
See also Collision and Intersection
pygame.sprite.spritecollide()
/collide_circle
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) sprite1 = pygame.sprite.Sprite() sprite1.image = pygame.Surface((80, 80), pygame.SRCALPHA) pygame.draw.circle(sprite1.image, (255, 0, 0), (40, 40), 40) sprite1.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(40, 40) sprite2 = pygame.sprite.Sprite() sprite2.image = pygame.Surface((80, 89), pygame.SRCALPHA) pygame.draw.circle(sprite2.image, (0, 255, 0), (40, 40), 40) sprite2.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(80, 80) all_group = pygame.sprite.Group([sprite2, sprite1]) test_group = pygame.sprite.Group(sprite2) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False sprite1.rect.center = pygame.mouse.get_pos() collide = pygame.sprite.spritecollide(sprite1, test_group, False, pygame.sprite.collide_circle) window.fill(0) all_group.draw(window) for s in collide: pygame.draw.circle(window, (255, 255, 255), s.rect.center, s.rect.width // 2, 5) pygame.display.flip() pygame.quit() exit()
What does this all mean for your code?
pygame.Surface.get_rect.get_rect()
returns a rectangle with the size of the Surface object, that always starts at (0, 0) since a Surface object has no position. The position of the rectangle can be specified by a keyword argument. For example, the center of the rectangle can be specified with the keyword argument center
. These keyword argument are applied to the attributes of the pygame.Rect
before it is returned (see pygame.Rect
for a full list of the keyword arguments).
See *Why is my collision test always returning 'true' and why is the position of the rectangle of the image always wrong (0, 0)?
You don't need the x
and y
attributes of Sprite
and Bullet
at all. Use the position of the rect
attribute instead:
#Define the sprite class
class Sprite:
def __init__(self, x, y, name):
self.image = pygame.image.load(name)
self.rect = self.image.get_rect(topleft = (x, y))
def render(self):
window.blit(self.image, self.rect)
# Define the bullet class to create bullets
class Bullet:
def __init__(self, x, y):
self.bullet = pygame.image.load("user_bullet.BMP")
self.rect = self.bullet.get_rect(topleft = (x + 23, y))
def render(self):
window.blit(self.bullet, self.rect)
Use pygame.Rect.colliderect()
to detect collisions between instances of Sprite
and Bullet
.
See How to detect collisions between two rectangular objects or images in pygame:
my_sprite = Sprite(sx, sy, name)
my_bullet = Bullet(by, by)
while True:
# [...]
if my_sprite.rect.colliderect(my_bullet.rect):
printe("hit")
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