我做了一个方块掉落的游戏,你必须躲避它,但无法正确设置碰撞箱

I made a game where blocks fall and you have to dodge it but can't get the hitboxes right

碰撞箱似乎在立方体的左侧,所以感觉游戏结束时我什至没有击中任何东西。我想让hitbox恰好在红色矩形上,这样很明显黑色矩形已经击中了你。

向上和向下控件仅供将来需要时使用。

这是代码

import pygame as pg,pygame
import random
import sys

pygame.init()

WIDTH = 1000
HEIGHT = 800

# Positions, sizes

SPEED = 10

MIDDLE = [500, 400]

score = 0

player_size = 90
player_pos = [WIDTH/2, HEIGHT-2*player_size]
playerX_move = 0
playerY_move = 0

enemy_size = 50
enemy_pos = [random.randint(0,WIDTH - enemy_size), 30] 
enemy_list = [enemy_pos]

# Colors

WHITE = [255, 255, 255]
GREY = [25, 25, 25]
BLUE = [65,105,225]
BLACK = [0,0,0]
GREEN = [65,255,105]
RED = [255,0,0]

# -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

screen = pygame.display.set_mode((WIDTH,HEIGHT))

game_over = False

clock = pygame.time.Clock()

def drop_enemies(enemy_list):
    delay = random.random()
    if len(enemy_list) < 10 and delay < 0.1:
        x_pos = random.randint(0,WIDTH-enemy_size)
        y_pos = 30
        enemy_list.append([x_pos, y_pos])

def draw_enemies(enemy_list):
    for enemy_pos in enemy_list:
        pygame.draw.rect(screen,BLACK, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))

def update_enemy_positions(enemy_list, score):
    for idx, enemy_pos in enumerate(enemy_list):
        if enemy_pos[1] >= 0 and enemy_pos[1] < HEIGHT:
            enemy_pos[1] += SPEED
        else:
            enemy_list.pop(idx)
            score += 1
    return score

def collision_check(enemy_list, player_pos):
    for enemy_pos in enemy_list:
        if detect_collision(enemy_pos, player_pos):
            return True
    return False

def detect_collision(player_pos, enemy_pos):
    p_x = player_pos[0]
    p_y = player_pos[1]

    e_x = enemy_pos[0]
    e_y = enemy_pos[1]

    if (e_x >= p_x and e_x < (p_x + player_size)) or (p_x >= e_x and p_x < (e_x+enemy_size)):
        if (e_y >= p_y and e_y < (p_y + player_size)) or (p_y >= e_y and p_y < (e_y+enemy_size)):
            return True
    return False

while not game_over:

    player_pos[0] += playerX_move
    player_pos[1] += playerY_move

    for event in pygame.event.get():

        if event.type == pygame.QUIT:
            sys.exit()

        if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_LEFT:
                    playerX_move = -5

                if event.key == pygame.K_RIGHT:
                    playerX_move = 5

                # if event.key == pygame.K_UP:
                #   playerY_move = -5

                # if event.key == pygame.K_DOWN:
                #   playerY_move = 5

                if event.key == pygame.K_a:
                    playerX_move = -15

                if event.key == pygame.K_d:
                    playerX_move = 15

                # if event.key == pygame.K_w:
                #   playerY_move = -15

                # if event.key == pygame.K_s:
                #   playerY_move = 15

                if event.key == pg.K_SPACE:
                    print("SPACE")

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_a or event.key == pygame.K_d or event.key == pygame.K_s or event.key == pygame.K_w:
                playerX_move = 0
                playerY_move = 0
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
                playerX_move = 0
                playerY_move = 0

    screen.fill(BLACK)


    drop_enemies(enemy_list)
    score = update_enemy_positions(enemy_list,score)

    if collision_check(enemy_list, player_pos):
        game_over = True
    draw_enemies(enemy_list)

    pygame.draw.rect(screen, RED, (player_pos[0], player_pos[1], 90, 90))

    clock.tick(30)

    pygame.display.update()

我建议使用 pygame.Rect 的列表,而不是包含敌人位置的列表。这也将允许您使用 pygame.Rect.colliderect() 而不是 detect_collision 函数。 我还链接了 Pygame Docs.