前往小程序,Get更优阅读体验!
立即前往
首页
学习
活动
专区
工具
TVP
发布
社区首页 >专栏 >pygame 笔记-6 碰撞检测

pygame 笔记-6 碰撞检测

作者头像
菩提树下的杨过
发布2018-12-28 15:37:52
1.1K0
发布2018-12-28 15:37:52
举报

这一节学习碰撞检测,先看原理图:

 2个矩形如果发生碰撞(即:图形有重叠区域),按上图的判断条件就能检测出来,如果是圆形,则稍微变通一下,用半径检测。如果是其它不规则图形,大多数游戏中,并不要求精确检测,可以在外层套一个矩形,大致用上图的原理检测。

可以封装一个函数:

代码语言:javascript
复制
def collision_check(a, b):
    temp1 = (b.x <= a.x + a.width <= b.x + b.width)
    temp2 = (b.y <= a.y + a.height <= b.y + b.height)
    return temp1 and temp2

要注意的是:矩形A,B碰撞时,有可能是A撞B,也有可能是B撞A,所以使用上面的函数时,最好写好 if collision_check(a,b) or collision_check(b,a):

为了方便观察,我们在上节的3个类文件(即:Player、Enemy、Bullet)里,略做修改,手动在外层套一个矩形(hit_box)

代码语言:javascript
复制
import pygame


# 主角
class Player(object):

    def __init__(self, x, y, width, height, img_base_path):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.speed = 5
        self.left = False
        self.right = True
        self.isJump = False
        self.walkCount = 0
        self.t = 10
        self.speed = 5
        self.char = pygame.image.load(img_base_path + 'standing.png')
        self.walkRight = [pygame.image.load(img_base_path + 'actor/R1.png'),
                          pygame.image.load(img_base_path + 'actor/R2.png'),
                          pygame.image.load(img_base_path + 'actor/R3.png'),
                          pygame.image.load(img_base_path + 'actor/R4.png'),
                          pygame.image.load(img_base_path + 'actor/R5.png'),
                          pygame.image.load(img_base_path + 'actor/R6.png'),
                          pygame.image.load(img_base_path + 'actor/R7.png'),
                          pygame.image.load(img_base_path + 'actor/R8.png'),
                          pygame.image.load(img_base_path + 'actor/R9.png')]

        self.walkLeft = [pygame.image.load(img_base_path + 'actor/L1.png'),
                         pygame.image.load(img_base_path + 'actor/L2.png'),
                         pygame.image.load(img_base_path + 'actor/L3.png'),
                         pygame.image.load(img_base_path + 'actor/L4.png'),
                         pygame.image.load(img_base_path + 'actor/L5.png'),
                         pygame.image.load(img_base_path + 'actor/L6.png'),
                         pygame.image.load(img_base_path + 'actor/L7.png'),
                         pygame.image.load(img_base_path + 'actor/L8.png'),
                         pygame.image.load(img_base_path + 'actor/L9.png')]
        self.hit_box = (self.x + 17, self.y + 11, 29, 52)

    def draw(self, win):
        if self.walkCount >= 9:
            self.walkCount = 0

        if self.left:
            win.blit(self.walkLeft[self.walkCount % 9], (self.x, self.y))
            self.walkCount += 1
        elif self.right:
            win.blit(self.walkRight[self.walkCount % 9], (self.x, self.y))
            self.walkCount += 1
        else:
            win.blit(self.char, (self.x, self.y))
        # 碰撞检测框
        self.hit_box = (self.x + 17, self.y + 11, 29, 52)
        pygame.draw.rect(win, (255, 0, 0), self.hit_box, 2)

Enemy类:

代码语言:javascript
复制
import pygame


class Enemy(object):

    def __init__(self, x, y, width, height, end, img_base_path):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.path = [x, end]
        self.walkCount = 0
        self.vel = 3
        self.walkRight = [pygame.image.load(img_base_path + 'enemy/R1E.png'),
                          pygame.image.load(img_base_path + 'enemy/R2E.png'),
                          pygame.image.load(img_base_path + 'enemy/R3E.png'),
                          pygame.image.load(img_base_path + 'enemy/R4E.png'),
                          pygame.image.load(img_base_path + 'enemy/R5E.png'),
                          pygame.image.load(img_base_path + 'enemy/R6E.png'),
                          pygame.image.load(img_base_path + 'enemy/R7E.png'),
                          pygame.image.load(img_base_path + 'enemy/R8E.png'),
                          pygame.image.load(img_base_path + 'enemy/R9E.png'),
                          pygame.image.load(img_base_path + 'enemy/R10E.png'),
                          pygame.image.load(img_base_path + 'enemy/R11E.png')]

        self.walkLeft = [pygame.image.load(img_base_path + 'enemy/L1E.png'),
                         pygame.image.load(img_base_path + 'enemy/L2E.png'),
                         pygame.image.load(img_base_path + 'enemy/L3E.png'),
                         pygame.image.load(img_base_path + 'enemy/L4E.png'),
                         pygame.image.load(img_base_path + 'enemy/L5E.png'),
                         pygame.image.load(img_base_path + 'enemy/L6E.png'),
                         pygame.image.load(img_base_path + 'enemy/L7E.png'),
                         pygame.image.load(img_base_path + 'enemy/L8E.png'),
                         pygame.image.load(img_base_path + 'enemy/L9E.png'),
                         pygame.image.load(img_base_path + 'enemy/L10E.png'),
                         pygame.image.load(img_base_path + 'enemy/L11E.png')]
        self.hit_box = (self.x + 17, self.y + 2, 31, 57)

    def draw(self, win):
        self.move()
        if self.walkCount >= 11:
            self.walkCount = 0

        if self.vel > 0:
            win.blit(self.walkRight[self.walkCount % 11], (self.x, self.y))
            self.walkCount += 1
        else:
            win.blit(self.walkLeft[self.walkCount % 11], (self.x, self.y))
            self.walkCount += 1
        # 碰撞检测框
        self.hit_box = (self.x + 17, self.y + 2, 31, 57)
        pygame.draw.rect(win, (255, 0, 0), self.hit_box, 2)

    def move(self):
        if self.vel > 0:
            if self.x < self.path[1] + self.vel:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.x += self.vel
                self.walkCount = 0
        else:
            if self.x > self.path[0] - self.vel:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.x += self.vel
                self.walkCount = 0

以及子弹类:

代码语言:javascript
复制
import pygame


# 子弹类
class Bullet(object):

    def __init__(self, x, y, direction, img_base_path):
        self.x = x
        self.y = y
        self.direction = direction
        self.vel = 8 * direction
        self.width = 24
        self.height = 6
        self.bullet_right = pygame.image.load(img_base_path + 'r_bullet.png')
        self.bullet_left = pygame.image.load(img_base_path + 'l_bullet.png')
        self.hit_box = (self.x + 17, self.y + 11, 24, 6)

    def draw(self, win):
        # 根据人物行进的方向,切换不同的子弹图片
        if self.direction == -1:
            win.blit(self.bullet_left, (self.x - 35, self.y))
            # 碰撞检测框
            self.hit_box = (self.x - 38, self.y + 1, 24, 6)
        else:
            win.blit(self.bullet_right, (self.x + 10, self.y))
            # 碰撞检测框
            self.hit_box = (self.x + 10, self.y + 1, 24, 6)
        pygame.draw.rect(win, (255, 0, 0), self.hit_box, 2)

这样处理后,运动起来的样子如下:

最后主文件中,加入碰撞检测代码:

代码语言:javascript
复制
import os
from bullet import *
from player import *
from enemy import *

WIN_WIDTH, WIN_HEIGHT = 500, 500
pygame.init()
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption("first game")
img_base_path = os.getcwd() + '/img/'
bg = pygame.image.load(img_base_path + 'bg.jpg')

clock = pygame.time.Clock()


def redraw_game_window():
    win.blit(bg, (0, 0))
    # 显示击中后的得分
    text = font.render('Score: ' + str(score), 1, (0, 0, 0))
    win.blit(text, (370, 10))
    man.draw(win)
    enemy.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    pygame.display.update()

def collision_check(a, b):
    temp1 = (b.x <= a.x + a.width <= b.x + b.width)
    temp2 = (b.y <= a.y + a.height <= b.y + b.height)
    return temp1 and temp2

# main
font = pygame.font.SysFont('comicsans', 30, True)
man = Player(200, 410, 64, 64, img_base_path)
enemy = Enemy(100, 414, 64, 64, 400, img_base_path)
run = True
score = 0
bullets = []
while run:
    clock.tick(27)

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

    for b in bullets:
        # 碰撞检测
        if collision_check(b, enemy) or collision_check(enemy, b):
            score += 1
            bullets.pop(bullets.index(b))

        if WIN_WIDTH > b.x > 0:
            b.x += b.vel
        else:
            bullets.pop(bullets.index(b))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE]:
        if man.left:
            direction = -1
        else:
            direction = 1

        if len(bullets) < 5:
            bullets.append(Bullet(man.x + man.width // 2, man.y + man.height // 2, direction, img_base_path))

    if keys[pygame.K_LEFT] and man.x > 0:
        man.x -= man.speed
        man.left = True
        man.right = False
    elif keys[pygame.K_RIGHT] and man.x < win.get_size()[0] - man.width:
        man.x += man.speed
        man.left = False
        man.right = True
    else:
        man.walkCount = 0

    if not man.isJump:
        if keys[pygame.K_UP]:
            man.isJump = True
            man.walkCount = 0
    else:
        if man.t >= -10:
            a = 1
            if man.t < 0:
                a = -1
            man.y -= 0.5 * a * (man.t ** 2)

            man.t -= 1
        else:
            man.isJump = False
            man.t = 10

    redraw_game_window()

pygame.quit()

源码下载: https://github.com/yjmyzz/pygame_tutorial

本文参与 腾讯云自媒体分享计划,分享自作者个人站点/博客。
原始发表:2018-12-23 ,如有侵权请联系 cloudcommunity@tencent.com 删除

本文分享自 作者个人站点/博客 前往查看

如有侵权,请联系 cloudcommunity@tencent.com 删除。

本文参与 腾讯云自媒体分享计划  ,欢迎热爱写作的你一起参与!

评论
登录后参与评论
0 条评论
热度
最新
推荐阅读
领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档