Pygame:Sprite 侧面碰撞 [英] Pygame: Collision by Sides of Sprite

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问题描述

pygame 中有没有办法在 pygame 中寻找精灵的特定侧面和另一个精灵的特定侧面之间的碰撞?例如,如果精灵 A 的顶部与精灵 B 的底部碰撞,则返回 True.

我确信有一种方法可以做到这一点,但我在文档中找不到任何特定的方法.

谢谢!

解决方案

PyGame 中没有获得侧面碰撞的功能.

但是您可以尝试使用

Is there a way in pygame to look for a collision between the a particular side of a sprite and a particular side of another sprite in pygame? For example, if the top of sprite A collides with the bottom of Sprite B, return True.

I am certain there is a way to do this, but I can't find any particular method in the documentation.

Thanks!

解决方案

There is no function to get sides collision in PyGame.

But you could try to use pygame.Rect.collidepoint to test if A.rect.midleft, A.rect.midright, A.rect.midtop, A.rect.midbottom, A.rect.topleft, A.rect.bottomleft , A.rect.topright, A.rect.bottomright are inside B.rect (pygame.Rect).


EDIT:

Example code. Use arrows to move player and touch enemy.

(probably it is not optimal solution)

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()


EDIT (08.2016): version with colllisions rect, rect_ratio, circle

GitHub: furas/python-examples/pygame/collisions

这篇关于Pygame:Sprite 侧面碰撞的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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