vpython 贞测碰撞_如何使用Pygame的sprite_collide_mask方法检测碰撞方向?

本文介绍了如何利用Python的Pymunk库创建一个简单的台球游戏,通过物理模拟实现球的运动,并展示了如何使用pygame的sprite_collide_mask方法进行碰撞检测,同时提供了键盘控制球的前进、后退和转向功能。
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我认为最好借助物理库Pymunk创建一个台球游戏。开始可能有点困难,但是你不必自己去实现物理。在

我这里有一个例子,只是为了演示代码的外观。你必须熟悉图书馆才能了解一切。(用WASD键控制球。)import math

import pygame as pg

import pymunk as pm

from pymunk import Vec2d

def flipy(p):

"""Convert chipmunk coordinates to pygame coordinates."""

return Vec2d(p[0], -p[1]+600)

class Ball(pg.sprite.Sprite):

def __init__(self, pos, space):

super().__init__()

self.image = pg.Surface((60, 60), pg.SRCALPHA)

pg.draw.circle(self.image, pg.Color('steelblue2'), (30, 30), 29)

pg.draw.circle(self.image, pg.Color('black'), (30, 10), 5)

self.rect = self.image.get_rect(center=pos)

self.orig_image = self.image

# Create the physics body and shape of this object.

self.body = pm.Body()

self.shape = pm.Circle(self.body, radius=30)

self.shape.density = .0001

self.shape.friction = .1

self.shape.elasticity = .99

self.body.position = pos

# Add them to the Pymunk space.

self.space = space

self.space.add(self.body, self.shape)

print(self.body.mass)

self.accel_forw = False

self.accel_back = False

self.turn_left = False

self.turn_right = False

self.topspeed = 1790

self.angle = 0

def handle_event(self, event):

if event.type == pg.KEYDOWN:

if event.key == pg.K_w:

self.accel_forw = True

if event.key == pg.K_a:

self.turn_left = True

if event.key == pg.K_d:

self.turn_right = True

if event.key == pg.K_s:

self.accel_back = True

if event.type == pg.KEYUP:

if event.key == pg.K_w:

self.accel_forw = False

if event.key == pg.K_a:

self.turn_left = False

if event.key == pg.K_d:

self.turn_right = False

if event.key == pg.K_s:

self.accel_back = False

def update(self, dt):

# Accelerate the pymunk body of this sprite.

if self.accel_forw and self.body.velocity.length < self.topspeed:

self.body.apply_force_at_local_point(Vec2d(0, 624), Vec2d(0, 0))

if self.accel_back and self.body.velocity.length < self.topspeed:

self.body.apply_force_at_local_point(Vec2d(0, -514), Vec2d(0, 0))

if self.turn_left and self.body.velocity.length < self.topspeed:

self.body.angle += .1

self.body.angular_velocity = 0

if self.turn_right and self.body.velocity.length < self.topspeed:

self.body.angle -= .1

self.body.angular_velocity = 0

# Rotate the image of the sprite.

self.angle = self.body.angle

self.rect.center = flipy(self.body.position)

self.image = pg.transform.rotozoom(

self.orig_image, math.degrees(self.body.angle), 1)

self.rect = self.image.get_rect(center=self.rect.center)

class Wall(pg.sprite.Sprite):

def __init__(self, pos, verts, space, mass, *sprite_groups):

super().__init__(*sprite_groups)

# Determine the width and height of the surface.

width = max(v[0] for v in verts)

height = max(v[1] for v in verts)

self.image = pg.Surface((width, height), pg.SRCALPHA)

pg.draw.polygon(self.image, pg.Color('sienna1'), verts)

self.rect = self.image.get_rect(topleft=pos)

moment = pm.moment_for_poly(mass, verts)

self.body = pm.Body(mass, moment, pm.Body.STATIC)

# Need to transform the vertices for the pymunk poly shape,

# so that they fit to the image vertices.

verts2 = [(x, -y) for x, y in verts]

self.shape = pm.Poly(self.body, verts2, radius=2)

self.shape.friction = 0.1

self.shape.elasticity = .92

self.body.position = flipy(pos)

self.space = space

self.space.add(self.shape)

class Game:

def __init__(self):

self.done = False

self.screen = pg.display.set_mode((800, 600))

self.clock = pg.time.Clock()

self.bg_color = pg.Color(60, 60, 60)

self.space = pm.Space()

self.space.gravity = Vec2d(0.0, 0.0)

self.space.damping = .4

self.all_sprites = pg.sprite.Group()

self.ball = Ball((300, 300), self.space)

self.ball2 = Ball((400, 300), self.space)

self.all_sprites.add(self.ball, self.ball2)

# Position and vertices tuples for the walls.

vertices = [

([10, 80], ((0, 0), (200, 0), (90, 500), (0, 500))),

([400, 250], ((40, 80), (200, 0), (170, 90), (10, 170))),

([600, 450], ((20, 40), (300, 0), (300, 120), (10, 100))),

([760, 10], ((0, 0), (30, 0), (30, 420), (0, 400))),

([10, 10], ((0, 0), (760, 0), (700, 60), (0, 60))),

([10, 580], ((0, 0), (760, 0), (700, 60), (0, 60))),

]

for pos, verts in vertices:

Wall(pos, verts, self.space, 1, self.all_sprites)

def run(self):

while not self.done:

self.dt = self.clock.tick(30) / 1000

self.handle_events()

self.run_logic()

self.draw()

def handle_events(self):

for event in pg.event.get():

if event.type == pg.QUIT:

self.done = True

self.ball.handle_event(event)

def run_logic(self):

self.space.step(1/60)

self.all_sprites.update(self.dt)

def draw(self):

self.screen.fill(self.bg_color)

self.all_sprites.draw(self.screen)

pg.display.flip()

if __name__ == '__main__':

pg.init()

Game().run()

pg.quit()

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