【发布时间】:2020-08-02 01:49:54
【问题描述】:
对于我的模拟,我试图让形状具有重力效果。换句话说,当我单击按钮创建一个新形状时,我如何让它自己掉下来?任何帮助将不胜感激。
注意:我现在只是试图让圆圈工作,所以其他形状的代码在后面。我还需要完成碰撞检测,这就是为什么那里有一些随机的东西。
main.py:
import pygame
import time
from shapes import *
from inv import *
pygame.init()
width, height = (1000, 800)
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Physics Game")
bgc = (223, 255, 252)
screen.fill(bgc)
# Inv Button Variables
iwidth = 100
iheight = 100
# Inventory Classes
icir = InvCir(10, 10, iwidth, iheight)
irect = InvRect(15 + iwidth, 10, iwidth, iheight)
itri = InvTri(20 + (iwidth * 2), 10, iwidth, iheight)
# Object Classes
cir = Circle(40, (97, 160, 255), 500, 300)
rect = Rect(300, 300, 80, 80)
# Shape Lists
cirList = []
rectList = []
def main():
run = True
FPS = 60
clock = pygame.time.Clock()
def updateScreen():
icir.draw(screen, (0, 0, 0))
irect.draw(screen, (0, 0, 0))
itri.draw(screen, (0, 0, 0))
pygame.display.update()
def addList(list, shape):
list.append(shape)
print(list)
while run:
clock.tick(FPS)
mpos = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
if icir.checkClick(mpos):
cir.itemDraw(screen)
addList(cirList, cir)
if event.type == pygame.MOUSEBUTTONDOWN:
if irect.checkClick(mpos):
rect.itemDraw(screen)
addList(rectList, rect)
if pygame.mouse.get_pressed()[0]:
pass
updateScreen()
main()
shapes.py:
import pygame
import os
from inv import *
pygame.init()
bgc = (223, 255, 252)
width, height = (1000, 800)
screen = pygame.display.set_mode((width, height))
# Images
CIRCLE = pygame.image.load(os.path.join("assets", "circle.png"))
def collide(obj1, obj2):
offsetX = obj2.x - obj1.x
offsetY = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask, (offsetX, offsetY)) != None
class Circle:
def __init__(self, radius, color, x, y):
self.radius = radius
self.color = color
self.x = x
self.y = y
self.img = CIRCLE
self.mask = pygame.mask.from_surface(self.img)
def itemDraw(self, window):
window.blit(self.img, (self.x, self.y))
def move(self, vel):
self.y += vel
def wallCol(self, height, width):
pass
def objCol(self, obj):
return collide(self, obj)
class Rect:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = (255, 163, 76)
def itemDraw(self, window):
pygame.draw.rect(window, self.color, (self.x, self.y, self.width, self.height))
inv.py:
import pygame
import os
pygame.init()
CIRCLE = pygame.image.load(os.path.join("assets", "circ_button.png"))
SQUARE = pygame.image.load(os.path.join("assets", "square_button.png"))
TRIANGLE = pygame.image.load(os.path.join("assets", "tri_button.png"))
class Inv:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
class InvCir(Inv):
def __init__(self, x, y, width, height):
super().__init__(x, y, width, height)
def draw(self, window, outline = None):
if outline:
pygame.draw.rect(window, outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
window.blit(CIRCLE, (self.x, self.y))
def checkClick(self, pos):
if pos[0] > self.x and pos[0] < self.x + self.width:
if pos[1] > self.y and pos[1] < self.y + self.height:
return True
return False
class InvRect(Inv):
def __init__(self, x, y, width, height):
super().__init__(x, y, width, height)
def draw(self, window, outline = None):
if outline:
pygame.draw.rect(window, outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
window.blit(SQUARE, (self.x, self.y))
def checkClick(self, pos):
if pos[0] > self.x and pos[0] < self.x + self.width:
if pos[1] > self.y and pos[1] < self.y + self.height:
return True
return False
class InvTri(Inv):
def __init__(self, x, y, width, height):
super().__init__(x, y, width, height)
def draw(self, window, outline = None):
if outline:
pygame.draw.rect(window, outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
window.blit(TRIANGLE, (self.x, self.y))
def checkClick(self):
pass
【问题讨论】:
-
一般的概念是每次通过游戏循环,你需要有某种“更新”过程(最好把它放在一个单独的函数中)更新所有游戏对象(最好有每个对象都能够自我更新,并且主要更新只是迭代它们)。然后游戏对象需要考虑已经过去的时间,并确定结果会发生什么。对于大多数普通的“物理”模拟,记住每个对象的位置、速度和加速度就足够了,然后Euler integration。
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以后,您可能还会发现在gamedev.stackexchange.com 上提出此类问题会更有用。
-
您可能还想为您的运动添加时间因素,因为更新时间可能不一致。但关键是,当您创建对象时,它们应该放在对象列表中。然后每次屏幕更新,调用每个对象应该具有的移动方法,以及自上次移动更新以来的时间。每个对象都应该跟踪自己的位置和速度(可能是从 MovingObject 父级继承的?)我想你明白了。
标签: python pygame game-physics