Pygame - 精灵与精灵组的碰撞

时间:2017-04-18 14:22:03

标签: python python-2.7 pygame sprite collision-detection

我在PyGame中创建了两个简单的精灵,其中一个是雨伞,另一个是雨滴。 雨滴被添加到名为all_sprites的精灵组中。伞形精灵有自己的组Umbrella_sprite

雨滴落在"从屏幕的顶部,如果其中一个触摸伞/碰撞它..雨滴应该被删除。 但不是那些特定的雨滴,所有其他都受此影响。

主文件(rain.py)

#!/usr/bin/python
VERSION = "0.1"
import os, sys, raindrop
from os import path

try:
    import pygame
    from pygame.locals import *
except ImportError, err:
    print 'Could not load module %s' % (err)
    sys.exit(2)

# main variables
WIDTH, HEIGHT, FPS = 300, 300, 30

# initialize game
pygame.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("Rain and Rain")

# background
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((40,44,52))

# blitting
screen.blit(background,(0,0))
pygame.display.flip()

# clock for FPS settings
clock = pygame.time.Clock()


def main():
    all_sprites = pygame.sprite.Group()
    umbrella_sprite = pygame.sprite.Group()
    # a function to create new drops
    def newDrop():
        nd = raindrop.Raindrop()
        all_sprites.add(nd)

    # creating 10 rain drops
    for x in range(0,9): newDrop()

    # variable for main loop
    running = True

    # init umbrella
    umb = raindrop.Umbrella()
#    all_sprites.add(umb)
    umbrella_sprite.add(umb)

    # event loop
    while running:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

        for enemy in all_sprites:
            gets_hit = pygame.sprite.spritecollideany(umb, all_sprites)
            if gets_hit:
                all_sprites.remove(enemy)

        screen.blit(background,(100,100))

        # clear
        all_sprites.clear(screen,background)
        umbrella_sprite.clear(screen,background)

        # update
        all_sprites.update()
        umbrella_sprite.update()

        # draw
        all_sprites.draw(screen)
        umbrella_sprite.draw(screen)

        # flip the table
        pygame.display.flip()
    pygame.quit()

if __name__ == '__main__':
    main()

raindrop.py(Raindrop()& Umbrella())

import pygame
from pygame.locals import *
from os import path
from random import randint
from rain import HEIGHT, WIDTH

img_dir = path.join(path.dirname(__file__), 'img')

class Raindrop(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.width = randint(32, 64)
        self.height = self.width + 33
        self.image = pygame.image.load(path.join(img_dir, "raindrop.png")).convert_alpha()
        self.image = pygame.transform.scale(self.image, (self.width, self.height))
        self.speedy = randint(1, 15)
        self.rect = self.image.get_rect()
        self.rect.x = randint(0, 290)
        self.rect.y = -self.height

    def reset(self):
        self.rect.y = -self.height

    def update(self):
        self.rect.y += self.speedy
        if self.rect.y >= HEIGHT:
            self.rect.y = -self.height
            self.rect.x = randint(0, 290)

class Umbrella(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.width = 50
        self.height = 50
        self.image = pygame.image.load(path.join(img_dir,"umbrella.png")).convert_alpha()
        self.image = pygame.transform.scale(self.image, (self.width, self.height))
        self.speedx = 10
        self.rect = self.image.get_rect()
        self.rect.x = (WIDTH/2) - self.width
        self.rect.y = (0.7 * HEIGHT)

    def update(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT] and self.rect.x > 0:
            self.rect.x -= self.speedx
        elif keys[pygame.K_RIGHT] and self.rect.x < (WIDTH - self.width):
            self.rect.x += self.speedx

2 个答案:

答案 0 :(得分:2)

这是你的问题:

for enemy in all_sprites:
    gets_hit = pygame.sprite.spritecollideany(umb, all_sprites)
    if gets_hit:
        all_sprites.remove(enemy)

您正在遍历该组,如果任何精灵发生碰撞,则删除所有精灵。

您不需要遍历组 - 碰撞功能可以解决这个问题。你只需要使用spritecollide函数,它可以比较sprite和group。该函数将返回一个冲突列表,并使用DOKILL标志自动删除它们:

        gets_hit = pygame.sprite.spritecollide(umb, all_sprites, True)

答案 1 :(得分:1)

spritecollideany检查sprite是否与组中的任何sprite冲突并返回此sprite,因此gets_hit只要未删除组中的冲突sprite且if gets_hit:为真值。 1}}块被执行。这意味着for循环中的代码只是保持删除在到达和移除碰撞的精灵之前出现的组中的每个精灵。一个简单的解决方法是检查命中精灵是否是敌人:if enemy == gets_hit:,但代码仍然效率低下,因为spritecollideany必须一次又一次地在all_sprites组内循环for循环。

我建议使用spritecollide代替spritecollideany,因为它效率更高,只需一行代码。