colliderect()碰撞检测 colliderect()用于判断两个角色是否发生碰撞,如果发生碰撞返回True,没有发生碰撞返回False。...碰撞检测:colliderect() 格式: 角色1.colliderect(角色2) py if hemu.colliderect(xiaohetao): print('碰到了~~') ◆colliderect...py #bubu兽和子弹碰撞后回到初始位置 for b in bubus: for w in weapons: if b.colliderect(w):...设置角色造型 格式:角色.image = 图片名 py for b in bubus: if b.colliderect(player): player.image = '小核桃失败...py def update(): for b in bubus: if b.colliderect(player): player.image = '小核桃失败
colliderect检测两个矩形是否碰撞,但是没法确定碰撞的方向。...Rect1.colliderect(Rect2) # collision -> return Ture # else -> return False collidepoint可以确定一个矩形是否和另一个矩形的某个点碰撞...Rect1.collidepoint(x, y) # x,y is the point on a Rect collidepoint可能漏掉某些碰撞 综合考虑之后, 我们通常使用colliderect来检测碰撞...speed_2_y > 0: speed_2_y *= -1 # rect1 和 rect2的碰撞 collide_threshold = 20 if rect1.colliderect...to bottom', 'time= ', form_time1) # rect1 和 rect 2的碰撞 collide_threshold = 20 if rect1.colliderect
if bobo.colliderect(ball): ball.x = random.randint(ball.width//2, WIDTH - ball.width//2)...统计分数 py if bobo.colliderect(ball): ball.x = random.randint(ball.width//2, WIDTH - ball.width//2)...score = 0 state = 1 #代表游戏运行状态 1:运行 0:停止 def update(): global direction, score, state if bobo.colliderect
php def on_mouse_move(pos): print(pos) 碰撞检测函数colliderect() 在pygame中,有一个专门判断两个角色是否碰到的函数colliderect()....角色a.colliderect(角色b) php import pgzrun xiaowangzi = Actor('小王子') button = Actor('按钮') def draw(): screen.blit...('公园', [0,0]) xiaowangzi.draw() button.draw() def on_key_down(): if xiaowangzi.colliderect(button): button.image
255, 255)), (100, 50)) # 设置颜色及坐标位置 pygame.display.update() # 更新显示 5.判断碰撞 这一部分代码使用pygame.Rect.colliderect...- 10, Pipeline.pineDown.get_height()) # 检测小鸟与上下方管子是否碰撞 if upRect.colliderect...(Bird.birdRect) or downRect.colliderect(Bird.birdRect): Bird.dead = True # 检测小鸟是否飞出上下边界
ball.left = screen_width: ball_speed_x *= -1 ball_restart() if ball.colliderect...(player) or ball.colliderect(opponent): ball_speed_x *= -1 def player_animation(): """更新玩家的运动...opponent_score += 1 score_time = pygame.time.get_ticks() if ball.colliderect...(player) or ball.colliderect(opponent): ball_speed_x *= -1 def player_animation(): player.y...opponent_score += 1 score_time = pygame.time.get_ticks() if ball.colliderect
WINDOWHEIGHT) # 检查矩形是否与其他矩形重叠 overlap = False for rect in rectangles: if rect.colliderect...矩形使用 pygame.Rect 类表示,该类具有 colliderect() 方法,可以用来检查矩形是否与其他矩形重叠。如果矩形重叠,则重新生成矩形,直到找到一个不重叠的矩形。
docks = diff for down in tiles: #遍历所有的牌 if down.layer == tile.layer - 1 and down.colliderect...in tiles: #那就再反过来判断这种被覆盖的牌,是否还有其他牌覆盖它 if up.layer == down.layer + 1 and up.colliderect
Actor碰撞检测:collidepoint( / (x,y) ) ;colliderect( / /((x1,y1),(x2,y2)) )。
在原位置基础上,移动指定的偏移量 (x, y 增加) rect.move_ip(num1, num2) # 判断两个矩形是否相交,相交返回True,否则返回False flag = pygame.Rect.colliderect
colliderect() 测试两个矩形是否重叠 colliderect(Rect) - > bool 如果任一矩形的任何部分重叠(顶部+底部或左侧+右侧边缘除外),则返回true。
嘟嘟跟随踏板移动 py def update(): for b in bricks: if b.colliderect(dudu): #判断dudu是否站在踏板上...[code title=py] def update(): for b in bricks: if dudu.colliderect(b) and dudu.bottom < b.bottom
bullet.is_shot == True: for enemy in self.enemy_list: if pygame.Rect.colliderect...敌机碰撞英雄飞机 def enemy_hit_hero(self): for enemy in self.enemy_list: if pygame.Rect.colliderect
player , obstacles): if obstacles: for obstacle_rect in obstacles: if player.colliderect...obstacles): # 碰撞检测 if obstacles: for obstacle_rect in obstacles: if player.colliderect
3.2 如果蛇吃掉了自己 head_rect = snake_rect[0] count = len(snake_rect) while count > 1: if head_rect.colliderect
dino_rect.y = 150 # 仙人掌移动 cactus_rect.x = 900-ground_move_distance # 碰撞检测 if dino_rect.colliderect
self.punching = 1 65 hitbox = self.rect.inflate(-5, -5) 66 return hitbox.colliderect
# 球的移动 ballrect = ballrect.move(speed[0], speed[1]) # 球与板的撞击判断 if ballrect.colliderect...speed[1] < 0: speed[1] = -speed[1] for brick in brick_list: if ballrect.colliderect
and dino_rect.y==150: y_speed = jumpSpeed 主要检测退出事件和空格键事件 碰撞检测 # 碰撞检测 if dino_rect.colliderect
游戏中要做碰撞检测,这个用 pygame 的 colliderect 就行。我们要判断:1.撞墙了没?2.撞自己了没?3.撞到食物了没?
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