【发布时间】:2017-03-05 18:45:18
【问题描述】:
我正在为 pygame 中的单桨乒乓球游戏编写代码,其中球会从没有桨的 3 个墙壁反弹,并且当它确实击中桨的墙壁而不是桨时,它会让你失去一个生活。我的问题是我无法弄清楚碰撞检测来做到这一点。这是我到目前为止所做的:
import pygame, sys
from pygame.locals import *
pygame.init()
screen_width = 640
screen_height = 480
Display = pygame.display.set_mode((screen_width, screen_height), 0, 32)
pygame.display.set_caption('Lonely Pong')
back = pygame.Surface((screen_width, screen_height))
background = back.convert()
background.fill((255, 255, 255))
paddle = pygame.Surface((80, 20))
_paddle = paddle.convert()
_paddle.fill((128, 0, 0))
ball = pygame.Surface((15, 15))
circle = pygame.draw.circle(ball, (0, 0, 0), (7, 7), 7)
_ball = ball.convert()
_ball.set_colorkey((0, 0, 0))
_paddle_x = (screen_width / 2) - 40
_paddle_y = screen_height - 20
_paddlemove = 0
_ball_x, _ball_y = 8, 8
speed_x, speed_y, speed_circle = 250, 250, 250
Lives = 5
clock = pygame.time.Clock()
font = pygame.font.SysFont("verdana", 20)
paddle_spd = 5
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
_paddlemove = paddle_spd
elif event.key == K_LEFT:
_paddlemove = -paddle_spd
elif event.type == KEYUP:
if event.key == K_RIGHT:
_paddlemove = 0
elif event.key == K_LEFT:
_paddlemove = 0
Livespr = font.render(str(Lives), True, (0, 0, 0))
Display.blit(background, (0, 0))
Display.blit(_paddle, (_paddle_x, _paddle_y))
Display.blit(_ball, (_ball_x, _ball_y))
Display.blit(Livespr, ((screen_width / 2), 5))
_paddle_x += _paddlemove
passed = clock.tick(30)
sec = passed / 1000
_ball_x += speed_x * sec
_ball_y += speed_y * sec
pygame.display.update()
我遇到的另一个问题是,当我启动它时,球根本没有出现。有人可以指出我正确的方向吗?
【问题讨论】:
-
我想你的代码永远不会超过
for event in pygame.event.get(),到绘图代码。绘图代码应该在内部循环中;修复缩进并重试。 -
但这就像它只是跳过画球,因为它画了桨和生命
-
您检查
sec不为零吗?也许sec = passed / 1000.0可以解决它。 -
不,仍然没有解决任何问题
标签: python pygame collision-detection pong