【发布时间】:2019-12-29 20:05:49
【问题描述】:
我正在用 Python 的 PyGame 编写一个决斗玩家坦克游戏,并且已经完成了大部分。为了给我的工作提供一些背景知识,游戏涉及两辆可以互相射击弹丸的坦克,一旦被击中,另一名玩家就会获得一分。该过程一直持续到一名玩家达到 10 分,此时他们被宣布为获胜者,游戏和计时器重置。
现在我的问题出现了,因为我在屏幕上画了一个迷宫来补充游戏并增加一些创造性。我遇到了一个基本问题。 Pygame .collidepoint 没有按预期运行。我打算这样做,每次来自任一坦克的子弹击中迷宫墙时,它都应该消失,因为墙壁是不可穿透的。然而,该功能可以任意选择子弹是否在接触时消失 - 正如我希望的那样 - 或者继续通过 - 正如我不希望的那样。有谁知道为什么会发生这种情况?我开始假设它与.collidepoint 对坐标的解释有关,我已经对此进行了测试,但没有成功。有没有更好的方法或功能来解决这个问题?如果有人能告诉我问题是否出在我认为的位置,并告诉我如何/给我调整后的代码的小sn-p来解决它,那将不胜感激。我的整个代码很长,所以我只包含了我认为必要的代码,以提供有关我正在做什么的足够信息。
但是,我仍然会清楚地强调我遇到的问题,这些部分是由围绕代码部分的 cmets 构成的大型显式块。如果上下文需要更多代码,请告诉我,我可以提供。
import pygame
import random
import time
pygame.init()
screenWidth = 700
screenHeight = 700
screen = pygame.display.set_mode((screenWidth,screenHeight))
#---------------------------------------------------------#
#Very important function, moves tanks/bullets appropriately, keeps time and score.
def redraw():
screen.blit(background, (0,0))
#DRAW SPRITES TO SCREEN
tank.draw(screen)
tank2.draw(screen)
global barrier
barrier = pygame.draw.rect(screen,WHITE, pygame.Rect((100,0),(5,150)))
global barrier2
barrier2 = pygame.draw.rect(screen,WHITE, pygame.Rect((0,40), (50, 5)))
global barrier3
barrier3 = pygame.draw.rect(screen,WHITE, pygame.Rect((50, 120), (50, 5)))
global barrier4
barrier4 = pygame.draw.rect(screen, WHITE, pygame.Rect((100, 150), (100,5)))
global barrier5
barrier5 = pygame.draw.rect(screen,WHITE, pygame.Rect((0,175),(50,5)))
global barrier6
barrier6 = pygame.draw.rect(screen,WHITE, pygame.Rect((150, 100),(5, 50)))
global barrier7
barrier7 = pygame.draw.rect(screen,WHITE, pygame.Rect((150, 50), (550,5)))
global barrier8
barrier8 = pygame.draw.rect(screen, WHITE, pygame.Rect((50,175),(5,50)))
global barrier9
barrier9 = pygame.draw.rect(screen, WHITE, pygame.Rect((50,225),(100,5)))
global barrier10
barrier10 = pygame.draw.rect(screen,WHITE, pygame.Rect((200,50),(5,50)))
global barrier11
barrier11 = pygame.draw.rect(screen,WHITE, pygame.Rect((375,100),(50,5)))
global barrier12
barrier12 = pygame.draw.rect(screen,WHITE, pygame.Rect((375,150),(50,5)))
global barrier13
barrier13 = pygame.draw.rect(screen,WHITE, pygame.Rect((375,100),(5,50)))
global barrier14
barrier14 = pygame.draw.rect(screen,WHITE, pygame.Rect((75, 500),(350,5)))
global barrier15
barrier15 = pygame.draw.rect(screen,WHITE,pygame.Rect((250, 225),(5,200)))
global barrier16
barrier16 = pygame.draw.rect(screen,WHITE,pygame.Rect((150,225),(5,200)))
global barrier17
barrier17 = pygame.draw.rect(screen,WHITE,pygame.Rect((350,225),(5,200)))
global barrier18
barrier18 = pygame.draw.rect(screen,WHITE,pygame.Rect((350,425),(200,5)))
global barrier19
barrier19 = pygame.draw.rect(screen,WHITE,pygame.Rect((550,425),(5,75)))
global barrier20
barrier20 = pygame.draw.rect(screen,WHITE,pygame.Rect((625,225),(5,325)))
global barrier21
barrier21 = pygame.draw.rect(screen,WHITE,pygame.Rect((380,550),(250,5)))
global barrier22
barrier22 = pygame.draw.rect(screen,WHITE,pygame.Rect((305,625),(325,5)))
global barrier23
barrier23 = pygame.draw.rect(screen,WHITE,pygame.Rect((305,550),(5,75)))
global barrier24
barrier24 = pygame.draw.rect(screen,WHITE,pygame.Rect((230, 550),(75,5)))
global barrier25
barrier25 = pygame.draw.rect(screen,WHITE,pygame.Rect((230,550),(5,75)))
global barrier26
barrier26 = pygame.draw.rect(screen,WHITE,pygame.Rect((160,625),(75,5)))
global barrier27
barrier27 = pygame.draw.rect(screen,WHITE,pygame.Rect((160,625),(5,75)))
global barrier28
barrier28 = pygame.draw.rect(screen,WHITE,pygame.Rect((50,575),(5,50)))
global barrier29
barrier29 = pygame.draw.rect(screen,WHITE,pygame.Rect((50,575),(65,5)))
global barrier30
barrier30 = pygame.draw.rect(screen,WHITE,pygame.Rect((70,420),(5,155)))
global barrier31
barrier31 = pygame.draw.rect(screen,WHITE,pygame.Rect((0,500),(30,5)))
global barrier32
barrier32 = pygame.draw.rect(screen,WHITE,pygame.Rect((45,420),(30,5)))
global barrier33
barrier33 = pygame.draw.rect(screen,WHITE,pygame.Rect((430,225), (200,5)))
global barrier34
barrier34 = pygame.draw.rect(screen,WHITE,pygame.Rect((530,125),(5,100)))
global barrier35
barrier35 = pygame.draw.rect(screen,WHITE,pygame.Rect((625,175),(75,5)))
global barrier36
barrier36 = pygame.draw.rect(screen,WHITE, pygame.Rect((650,200),(50,5)))
#Draw bullets to screen
for bullet in bullets:
bullet.draw(screen)
for bullet in bullets2:
bullet.draw(screen)
pygame.display.update()
while run:
if hCounter1 < 10 and hCounter2 < 10:
clock.tick(30)
previous = passedTime
passedTime = round(time.time() - begin,2)
timer = timer + passedTime - previous
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m: #to shoot projectiles
px, py = round(tank.x + tank.width // 2), round(tank.y + tank.height // 2)
if len(bullets) < 1:
bullets.append(projectile(px, py, 4, (255,255,255), direction))
if event.key == pygame.K_q:
px2, py2 = round(tank2.x + tank2.width // 1.7), round(tank2.y + tank2.height // 2)
if len(bullets2) < 1:
bullets2.append(projectile2(px2, py2, 4, (255,255,255), direction2))
for bullet in bullets[:]:
bullet.move()
window_rect = pygame.Rect(0, 0, screenWidth, screenHeight)
if not window_rect.collidepoint((bullet.x, bullet.y)):
bullets.pop(bullets.index(bullet)) #if off the screen, delete bullet
#------------------------FOR THE FIRST TANK -- THE CONDITIONS OF THIS IF STATEMENTS IS WHERE I BELIEVE THE BUG IS OCCURRING AND WHERE IT MUST BE RESOLVED----------#
#######################################################################################################################################
#######################################################################################################################################
##################################################################################################################################################
if barrier.collidepoint((bullet.x + 3, bullet.y + 3)) or barrier2.collidepoint((bullet.x, bullet.y)) or barrier3.collidepoint((bullet.x, bullet.y)) or barrier4.collidepoint((bullet.x, bullet.y)) or barrier5.collidepoint((bullet.x, bullet.y)) or barrier6.collidepoint((bullet.x, bullet.y)) or barrier7.collidepoint((bullet.x, bullet.y)) or barrier8.collidepoint((bullet.x, bullet.y)) or barrier9.collidepoint((bullet.x, bullet.y)) or barrier10.collidepoint((bullet.x, bullet.y)) or barrier11.collidepoint((bullet.x, bullet.y)) or barrier12.collidepoint((bullet.x, bullet.y)) or barrier13.collidepoint((bullet.x, bullet.y)) or barrier14.collidepoint((bullet.x, bullet.y)) or barrier15.collidepoint((bullet.x, bullet.y)) or barrier16.collidepoint((bullet.x, bullet.y)) or barrier17.collidepoint((bullet.x, bullet.y)) or barrier18.collidepoint((bullet.x, bullet.y)) or barrier19.collidepoint((bullet.x, bullet.y)) or barrier20.collidepoint((bullet.x, bullet.y)) or barrier21.collidepoint((bullet.x, bullet.y)) or barrier22.collidepoint((bullet.x, bullet.y)) or barrier23.collidepoint((bullet.x, bullet.y)) or barrier24.collidepoint((bullet.x, bullet.y)) or barrier25.collidepoint((bullet.x, bullet.y)) or barrier26.collidepoint((bullet.x, bullet.y)) or barrier27.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier29.collidepoint((bullet.x, bullet.y)) or barrier30.collidepoint((bullet.x, bullet.y)) or barrier31.collidepoint((bullet.x, bullet.y)) or barrier32.collidepoint((bullet.x, bullet.y)) or barrier33.collidepoint((bullet.x, bullet.y)) or barrier34.collidepoint((bullet.x, bullet.y)) or barrier35.collidepoint((bullet.x, bullet.y)) or barrier35.collidepoint((bullet.x,bullet.y)):
bullets.pop(bullets.index(bullet)) #if it touches a wall, delete bullet
#######################################################################################################################################
#######################################################################################################################################
##################################################################################################################################################
if bullet.y - bullet.radius < tank2.hitbox[1] + tank2.hitbox[3] and bullet.y + bullet.radius > tank2.hitbox[1]:
if bullet.x + bullet.radius > tank2.hitbox[0] and bullet.x - bullet.radius < tank2.hitbox[0] + tank2.hitbox[2]:
hCounter1 += 1
tank2.x, tank2.y = random.randint(1,475), random.randint(20,475)
tank.x, tank.y = random.randint(1,475), random.randint(20,475)
tank2.hit(screen)
bullets.pop(bullets.index(bullet))
for bullet in bullets2[:]:
bullet.move()
window_rect2 = pygame.Rect(0,0, screenWidth, screenHeight)
if not window_rect2.collidepoint((bullet.x, bullet.y)):
bullets2.pop(bullets2.index(bullet))
if bullet.y - bullet.radius < tank.hitbox[1] + tank.hitbox[3] and bullet.y + bullet.radius > tank.hitbox[1]:
if bullet.x + bullet.radius > tank.hitbox[0] and bullet.x - bullet.radius < tank.hitbox[0] + tank.hitbox[2]:
hCounter2 += 1
tank2.x, tank2.y = random.randint(1,475), random.randint(20,475)
tank.x, tank.y = random.randint(1,475), random.randint(20,475)
tank.hit()
bullets2.pop(bullets2.index(bullet))
#------------------------FOR THE SECOND TANK -- THE CONDITIONS OF THIS IF STATEMENTS IS WHERE I BELIEVE THE BUG IS OCCURRING AND WHERE IT MUST BE RESOLVED----------#
#######################################################################################################################################
#######################################################################################################################################
##################################################################################################################################################
if barrier.collidepoint((bullet.x + 3, bullet.y + 3)) or barrier2.collidepoint((bullet.x, bullet.y)) or barrier3.collidepoint((bullet.x, bullet.y)) or barrier4.collidepoint((bullet.x, bullet.y)) or barrier5.collidepoint((bullet.x, bullet.y)) or barrier6.collidepoint((bullet.x, bullet.y)) or barrier7.collidepoint((bullet.x, bullet.y)) or barrier8.collidepoint((bullet.x, bullet.y)) or barrier9.collidepoint((bullet.x, bullet.y)) or barrier10.collidepoint((bullet.x, bullet.y)) or barrier11.collidepoint((bullet.x, bullet.y)) or barrier12.collidepoint((bullet.x, bullet.y)) or barrier13.collidepoint((bullet.x, bullet.y)) or barrier14.collidepoint((bullet.x, bullet.y)) or barrier15.collidepoint((bullet.x, bullet.y)) or barrier16.collidepoint((bullet.x, bullet.y)) or barrier17.collidepoint((bullet.x, bullet.y)) or barrier18.collidepoint((bullet.x, bullet.y)) or barrier19.collidepoint((bullet.x, bullet.y)) or barrier20.collidepoint((bullet.x, bullet.y)) or barrier21.collidepoint((bullet.x, bullet.y)) or barrier22.collidepoint((bullet.x, bullet.y)) or barrier23.collidepoint((bullet.x, bullet.y)) or barrier24.collidepoint((bullet.x, bullet.y)) or barrier25.collidepoint((bullet.x, bullet.y)) or barrier26.collidepoint((bullet.x, bullet.y)) or barrier27.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier29.collidepoint((bullet.x, bullet.y)) or barrier30.collidepoint((bullet.x, bullet.y)) or barrier31.collidepoint((bullet.x, bullet.y)) or barrier32.collidepoint((bullet.x, bullet.y)) or barrier33.collidepoint((bullet.x, bullet.y)) or barrier34.collidepoint((bullet.x, bullet.y)) or barrier35.collidepoint((bullet.x, bullet.y)) or barrier36.collidepoint((bullet.x, bullet.y)):
bullets.pop(bullets.index(bullet))
【问题讨论】:
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你发布的代码太多了。请仅发布您遇到问题的代码的相关部分
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@Iain Shelvington 这更好吗?我这样做是因为我认为大多数信息对于建立有关坐标的所有信息都是必要的。
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会不会是子弹在第一个刻度时位于屏障的一侧,然后在第二个刻度时位于屏障的另一侧?如果是这种情况,那么子弹与障碍物碰撞时就不会出现滴答声
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也许,但我不希望子弹的速度比现在慢。否则将如何修改?
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这个问题有一个答案可能会有所帮助,尽管stackoverflow.com/questions/40431402/line-collision-in-pygame 相当复杂
标签: python python-3.x animation pygame collision-detection