【问题标题】:How to detect collisions between two rectangular objects or images in pygame如何在pygame中检测两个矩形对象或图像之间的碰撞
【发布时间】:2020-12-13 02:14:11
【问题描述】:

我正在制作一个游戏,其中玩家必须使用一个碗来接住掉落的物品。我有一些列表中的项目图像和一个用于接住这些项目的碗的图像。如果项目到达边界(底部边缘),它们会继续下降并重置到屏幕顶部。我完成了这个允许物品掉落的逻辑,但我不知道如何检测碗和物品之间何时发生碰撞。

我的代码:

import math
import pygame
import random


pygame.init()

display_width = 800
display_height = 600

game_display = pygame.display.set_mode((display_width, display_height))
clock = pygame.time.Clock()
pygame.display.set_caption("Catch the Ball")

white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
blue = (0, 255, 0)

player_img = pygame.image.load("Images/soup.png")
thing_imgs = [pygame.image.load('Images/muffin.png'), pygame.image.load('Images/dessert.png'),
              pygame.image.load('Images/cheese.png'), pygame.image.load('Images/fruit.png')]


def player(x, y):
    game_display.blit(player_img, (x, y))


def things(x, y, img):
    game_display.blit(img, (x, y))


def game_loop():
    running = True

    x = display_width * 0.45
    y = display_height * 0.8
    x_change = 0

    player_width = 64
    player_height = 64

    things_cor = [[random.randint(0, display_width), 32]]
    things_added = [random.choice(thing_imgs)]
    thing_height = 32
    thing_width = 32
    y_change = 5

    caught = 0

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

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5

                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        game_display.fill(white)

        player(x, y)
        x += x_change

        for i in range(len(things_cor)):
            thing_x, thing_y = things_cor[i]
            things(thing_x, thing_y, things_added[i])

        for i in range(len(things_cor)):
            things_cor[i][1] += y_change
            if things_cor[i][1] > display_height:
                things_cor[i][1] = random.randint(-2000, -1000)
                things_cor[i][0] = random.randint(0, display_width)
                things_added[i] = random.choice(thing_imgs)

                things_added.append(random.choice(thing_imgs))

                if len(things_added) < 6:
                    things_cor.append(
                        [random.randint(0, display_width), -10])

        if x < 0:
            x = 0
        elif x > display_width - player_width:
            x = display_width - player_width

        clock.tick(60)
        pygame.display.update()


game_loop()

【问题讨论】:

    标签: python pygame collision-detection


    【解决方案1】:

    使用pygame.Rect对象和colliderect()检测2个对象或2个图像的边界矩形之间的碰撞:

    rect1 = pygame.Rect(x1, y1, w1, h1)
    rect2 = pygame.Rect(x2, y2, w2, h2)
    if rect1.colliderect(rect2):
        # [...]
    

    如果您需要图像(pygame.Surface 对象),则可以通过get_rect() 获取边界矩形,其中 Surface 的位置必须由关键字参数设置,因为返回的矩形总是从 (0, 0) 开始:
    (见Why is my collision test not working and why is the position of the rectangle of the image always wrong (0, 0)?)

    def game_loop():
        # [...]
    
        while running:
            # [...]
    
            player_rect = player_img.get_rect(topleft = (x, y))
            for i in range(len(things_cor)):
                thing_rect = things_added[i].get_rect(topleft = things_cor[i])
    
                if player_rect.colliderect(thing_rect):
                    print("hit")
    
            player(x, y)
            x += x_change
    
            for i in range(len(things_cor)):
                thing_x, thing_y = things_cor[i]
                things(thing_x, thing_y, things_added[i]) 
    

    使用pygame.time.get_ticks() 将游戏开始延迟一定时间。 pygame.time.get_ticks() 返回自调用 pygame.init() 以来的毫秒数。例如:

    def game_loop():
        # [...]
    
        while running:
            passed_time = pygame.time.get_ticks() # passed time in milliseconds
            start_time = 100 * 1000 # start time in milliseconds (100 seconds)
            
            # [...]
    
            # move player    
            if passed_time >= start_time:
                x += x_change
                if x < 0:
                    x = 0
                elif x > display_width - player_width:
                    x = display_width - player_width
        
            # move things
            if passed_time >= start_time:
                for i in range(len(things_cor)):
                    things_cor[i][1] += y_change
                    if things_cor[i][1] > display_height:
                        things_cor[i][1] = random.randint(-2000, -1000)
                        things_cor[i][0] = random.randint(0, display_width)
                        things_added[i] = random.choice(thing_imgs)
    
                        things_added.append(random.choice(thing_imgs))
    
                        if len(things_added) < 6:
                            things_cor.append(
                                [random.randint(0, display_width), -10])
    
            # draw scene and update dispaly
            game_display.fill(white)
            player(x, y)
            for i in range(len(things_cor)):
                thing_x, thing_y = things_cor[i]
                things(thing_x, thing_y, things_added[i])
            pygame.display.update()
            clock.tick(60)
    

    【讨论】:

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