23

我使用下面的类制作了一个子弹列表和一个精灵列表。如何检测子弹是否与精灵碰撞,然后删除该精灵和子弹?

#Define 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))
4

4 回答 4

51

在 PyGame 中,可以使用pygame.Rect对象来完成基本的碰撞检测。该Rect对象提供了用于检测对象之间碰撞的各种方法。请注意,即使在乒乓球游戏中矩形物体与圆形物体(例如球拍和球)的碰撞也可以通过两个矩形物体(球拍和球的边界矩形)之间的碰撞来粗略检测。

一些例子:

  • pygame.Rect.collidepoint

    测试一个点是否在矩形内

    repl.it/@Rabbid76/PyGame-collidepoint

    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()
    
  • pygame.Rect.colliderect

    测试两个矩形是否重叠

    另请参阅如何在 pygame 中检测两个矩形对象或图像之间的碰撞

    repl.it/@Rabbid76/PyGame-colliderect

    对撞

    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()
    

此外pygame.Rect.collidelistpygame.Rect.collidelistall可用于矩形和矩形列表之间的碰撞测试。pygame.Rect.collidedict并可pygame.Rect.collidedictall用于矩形与矩形字典之间的碰撞碰撞测试。

pygame.sprite.Sprite和对象的碰撞pygame.sprite.Group,可以通过pygame.sprite.spritecollide()pygame.sprite.groupcollide()或来检测pygame.sprite.spritecollideany()。使用这些方法时,可以通过collided参数指定碰撞检测算法:

collided 参数是一个回调函数,用于计算两个精灵是否发生碰撞。

可能collided的可调用对象是collide_rect, collide_rect_ratio, collide_circle, collide_circle_ratio,collide_mask

一些例子:

  • pygame.sprite.spritecollide()

    repl.it/@Rabbid76/PyGame-spritecollide

    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()
    

有关与面具的碰撞,请参阅如何制作碰撞面具?Pygame 蒙版碰撞

另见碰撞和相交

  • pygame.sprite.spritecollide()/collide_circle

    repl.it/@Rabbid76/PyGame-spritecollidecollidecircle

    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()
    

这对您的代码意味着什么?

pygame.Surface.get_rect.get_rect()返回一个具有Surface对象大小的矩形,该矩形始终从 (0, 0) 开始,因为Surface对象没有位置。矩形的位置可以由关键字参数指定。例如,可以使用关键字参数指定矩形的中心centerpygame.Rect这些关键字参数在返回之前应用于 的属性(请参阅pygame.Rect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“真”,为什么图像矩形的位置总是错误 (0, 0)?

你根本不需要and的xandy属性。改用属性的位置:SpriteBulletrect

#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)

用于检测和pygame.Rect.colliderect()的实例之间的冲突。 请参阅如何在 pygame 中检测两个矩形对象或图像之间的碰撞Sprite Bullet

my_sprite = Sprite(sx, sy, name)
my_bullet = Bullet(by, by)
while True:
    # [...]

    if my_sprite.rect.colliderect(my_bullet.rect):
        printe("hit")
于 2020-11-29T20:36:32.543 回答
13

根据我对 pygame 的了解,您只需要使用该colliderect方法检查两个矩形是否重叠。一种方法是在你的Bullet类中有一个方法来检查冲突:

def is_collided_with(self, sprite):
    return self.rect.colliderect(sprite.rect)

然后你可以这样称呼它:

sprite = Sprite(10, 10, 'my_sprite')
bullet = Bullet(20, 10)
if bullet.is_collided_with(sprite):
    print('collision!')
    bullet.kill()
    sprite.kill()
于 2015-04-15T04:13:13.520 回答
4

对于您尝试使用内置方法执行的操作,有一个非常简单的方法。

这是一个例子。

import pygame
import sys

class Sprite(pygame.sprite.Sprite):
    def __init__(self, pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface([20, 20])
        self.image.fill((255, 0, 0))
        self.rect = self.image.get_rect()

        self.rect.center = pos

def main():
    pygame.init()
    clock = pygame.time.Clock()
    fps = 50
    bg = [255, 255, 255]
    size =[200, 200]


    screen = pygame.display.set_mode(size)

    player = Sprite([40, 50])
    player.move = [pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN]
    player.vx = 5
    player.vy = 5


    wall = Sprite([100, 60])

    wall_group = pygame.sprite.Group()
    wall_group.add(wall)

    player_group = pygame.sprite.Group()
    player_group.add(player)

    # I added loop for a better exit from the game
    loop = 1
    while loop:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                loop = 0

        key = pygame.key.get_pressed()

        for i in range(2):
            if key[player.move[i]]:
                player.rect.x += player.vx * [-1, 1][i]

        for i in range(2):
            if key[player.move[2:4][i]]:
                player.rect.y += player.vy * [-1, 1][i]

        screen.fill(bg)

        # first parameter takes a single sprite
        # second parameter takes sprite groups
        # third parameter is a do kill command if true
        # all group objects colliding with the first parameter object will be
        # destroyed. The first parameter could be bullets and the second one
        # targets although the bullet is not destroyed but can be done with
        # simple trick bellow
        hit = pygame.sprite.spritecollide(player, wall_group, True)

        if hit:
            # if collision is detected call a function in your case destroy
            # bullet
            player.image.fill((255, 255, 255))

        player_group.draw(screen)
        wall_group.draw(screen)

        pygame.display.update()
        clock.tick(fps)

    pygame.quit()
    # sys.exit


if __name__ == '__main__':
    main()
于 2016-10-31T08:07:08.853 回答
1

为项目符号创建一个组,然后将项目符号添加到该组。

我要做的是:在玩家的课堂上:

def collideWithBullet(self):
    if pygame.sprite.spritecollideany(self, 'groupName'):
        print("CollideWithBullet!!")
        return True

在某处的主循环中:

def run(self):
    if self.player.collideWithBullet():
         print("Game Over")

希望这对你有用!!!

于 2019-05-18T01:09:45.240 回答