我正在试图弄清楚如何在矩形之间进行一些基本的碰撞检测。 除了左侧,它在敌人矩形的四周工作。当碰撞似乎被发现时,我的玩家正朝着与我的指示相反的方向前进。
#!/usr/bin/python
import pygame
from random import randrange
pygame.init()
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
color = GREEN
w = 800
h = 600
size = (w, h)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Cool Window")
done = False
clock = pygame.time.Clock()
pos_x = 0
pos_y = 0
enemy_pos_x = w/2
enemy_pos_y = h/2
last_move = "none"
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if(event.type==pygame.KEYDOWN):
if(event.key == pygame.K_ESCAPE):
done = True
if(event.key == pygame.K_LEFT):
pos_x -= 5
last_move = "left"
print 'Posx: %s.\n' % pos_x
if(event.key == pygame.K_RIGHT):
pos_x += 5
las_move = "right"
print 'Posx: %s.\n' % pos_x
if(event.key == pygame.K_UP):
pos_y -= 5
last_move = "up"
print 'Posy: %s.\n' % pos_y
if(event.key == pygame.K_DOWN):
pos_y += 5
last_move = "down"
print 'Posy: %s.\n' % pos_y
if pos_x+40 > 800:
pos_x -= 5
if pos_x < 0:
pos_x += 5
if pos_y+40 > 600:
pos_y -= 5
if pos_y < 0:
pos_y += 5
#collision with enemy
if (pos_x+40 >= enemy_pos_x ) & (pos_y+40 >= enemy_pos_y) & (pos_x <= enemy_pos_x+40) & (pos_y <= enemy_pos_y+40):
print 'Collision \n'
if last_move == "left" :
pos_x += 5
if last_move == "right" :
pos_x -= 5
if last_move == "up" :
pos_y += 5
if last_move == "down" :
pos_y -= 5
screen.fill(BLACK)
#Draw
pygame.draw.rect(screen, WHITE, [enemy_pos_x, enemy_pos_y, 40, 40])
pygame.draw.rect(screen, color, [pos_x, pos_y, 40, 40])
pygame.display.flip()
clock.tick(60)
pygame.quit()
答案 0 :(得分:0)
我自己遇到了这个问题,所以我做了一些研究并发现了一个很好的JavaScript代码,所以我把它翻译成了python,这里是布局:
if rect_1_x < rect_2_x + rect_1_width and rect_1_x + rect_2_width > rect_2_x and rect_1_y < rect_2_y + rect_1_height and rect_2_height + rect_1_y > rect_2_y:
#now type whatever code you want to be activated when the rectangles touch
这可以通过检测第一个矩形(rect_1)的任何边是否接触第二个矩形(rect_2)的任何边缘来起作用。 这不能解决传递问题,它只是更好地计算碰撞。