要检测两个圆(分别是球)是否发生碰撞,您必须测试圆中心点之间的Euclidean distance 是否小于半径之和。我建议使用pygame.math.Vector2 / distance_to() 进行计算。
在下文中,1 圆由中心点 (x1, y1) 和半径 r1 定义。第二个圆由 (x2, y2) 和 r2 定义:
v1 = pygame.math.Vector2(x1, y1)
v2 = pygame.math.Vector2(x2, y2)
if v1.distance_to(v2) < r1 + r2:
print("hit")
如果要让圆反弹,就必须像台球一样,在交点的法向量上反映圆的运动向量。使用 pygame.math.Vector2 / reflect_ip() 或 reflect() 计算圆的新方向。
圆的运动由 (mx1, my1) 和 (mx2, my2) 给出:
nv = v2 - v1
m1 = pygame.math.Vector2(mx1, my1).reflect(nv)
m2 = pygame.math.Vector2(mx2, my2).reflect(nv)
mx1, my1 = m1.x, m1.y
mx2, my2 = m2.x, m2.y
最小示例: repl.it/@Rabbid76/PyGame-CirclesBounceOff
import pygame
pygame.init()
width, height = 400, 400
window = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
x1, y1, r1, mx1, my1 = 200, 200, 50, 2, 0.5
x2, y2, r2, mx2, my2 = 300, 200, 50, -1, -1.5
def move(c, v, r, m):
c += v
if c < r: c, v = r, -v
if c > m-r: c, v = m-r, -v
return c, v
hit_count = 0
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
x1, mx1 = move(x1, mx1, r1, width)
y1, my1 = move(y1, my1, r1, height)
x2, mx2 = move(x2, mx2, r2, width)
y2, my2 = move(y2, my2, r2, height)
v1 = pygame.math.Vector2(x1, y1)
v2 = pygame.math.Vector2(x2, y2)
if v1.distance_to(v2) < r1 + r2 - 2:
hit_count += 1
print("hit:", hit_count)
nv = v2 - v1
m1 = pygame.math.Vector2(mx1, my1).reflect(nv)
m2 = pygame.math.Vector2(mx2, my2).reflect(nv)
mx1, my1 = m1.x, m1.y
mx2, my2 = m2.x, m2.y
window.fill((127, 127, 127))
pygame.draw.circle(window, (255, 0, 0), (round(x1), round(y1)), r1, 4)
pygame.draw.circle(window, (0, 0, 255), (round(x2), round(y2)), r2, 4)
pygame.display.flip()