当球与球拍碰撞时会停止,并在乒乓游戏中移动球拍后弹开
Ball will stop when it collides with paddle and bounce off once paddle is moved in pong game
我第一次在 python 中编写乒乓球代码,我试图让球在碰到球拍时反弹。现在,球在碰到球拍时停止,然后只有在球拍移动时才会弹开。我希望球一碰到球拍就反弹。关于如何解决这个问题的任何想法?任何帮助表示赞赏。谢谢!
import pygame, random, sys
from pygame.locals import *
#set constants
WINDOWWIDTH = 600
WINDOWHEIGHT = 600
TEXTCOLOR = (255, 255, 255)
BACKGROUNDCOLOR = (0, 0, 255)
FPS = 40
BLACK = (0,0,0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
#set variables
rectY1 = 240
rectY2 = 240
Y1change = 0
Y2change = 0
ballX = 320
ballY = 240
ballXvel = 0
ballYvel = 0
paddle1 = pygame.Rect(18,rectY1,10,120)
paddle2 = pygame.Rect(620,rectY2,10,120)
ball = pygame.Rect(ballX,ballY,30,30)
#create shapes
def drawshapes():
pygame.draw.rect(DISPLAY, WHITE, paddle1)
pygame.draw.rect(DISPLAY, WHITE, paddle2)
pygame.draw.rect(DISPLAY, WHITE, ball)
#set up display
pygame.init
DISPLAY = pygame.display.set_mode((640,480),0,32)
pygame.display.set_caption('Pong')
fpsClock = pygame.time.Clock()
#main loop
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN :
if event.key == K_SPACE :
ballXvel += 10
ballYvel += 10
if ball.colliderect(paddle1) :
ballX = paddle1.x
ballXvel = ballXvel * -1
if ball.colliderect(paddle2) :
ballXvel = ballXvel * -1
if ballX > 620 :
ballXvel = ballXvel * -1
## if ballX < 20 :
## ballXvel = ballXvel * -1
if ballY > 460 :
ballYvel = ballYvel * -1
if ballY < 20 :
ballYvel = ballYvel * -1
keys = pygame.key.get_pressed()
Y1change = 0
Y2change = 0
#make paddles move
if keys[K_UP]:
Y2change -= 10
if keys[K_DOWN]:
Y2change += 10
if keys[ord('w')]:
Y1change -= 10
if keys[ord('s')]:
Y1change += 10
#stop paddles at edges
if rectY1 < 5 :
rectY1 = 5
if rectY1 > 355 :
rectY1 = 355
if rectY2 < 5 :
rectY2 = 5
if rectY2 > 355 :
rectY2 = 355
ball.y = ballY
ball.x = ballX
ballX += ballXvel
ballY += ballYvel
paddle1.y = rectY1
paddle2.y = rectY2
rectY1 += Y1change
rectY2 += Y2change
DISPLAY.fill(BLACK)
drawshapes()
pygame.display.update()
fpsClock.tick(FPS)
既然你有桨和球的坐标,你所要做的就是检查球的某些部分是否位于"inside"桨的某些部分。
假设桨是从 (0,0) 到 (1,1) 的正方形。如果我们有一个半径为 1 个单位的球,如果球的中心在桨的任何边缘的 1 个单位以内,我们就知道它与桨相交。
编辑:This 回答更加详细。
在进行碰撞测试之前移动球,而不是之后。由于球的一步大于 1,因此球不会准确击中球拍。如果球击中了左侧球拍,则您必须将球的左侧放在球拍的右侧。如果球击中了右边的拍子,你必须把球的右边放在拍子的左边。
以类似的方式,你必须将球的位置限制在 window:
(注意ballX
,ballY
是球的左上角)
while True:
# [...]
ballX += ballXvel
ballY += ballYvel
if ball.colliderect(paddle1) :
ballXvel *= -1
ballX = paddle1.right
if ball.colliderect(paddle2) :
ballXvel *= -1
ballX = paddle2.left - ball.width
size = DISPLAY.get_size()
if not 0 <= ballX < size[0] - ball.width:
ballXvel *= -1
ballX = max(0, min(size[0] - ball.width, ballX))
if not 0 <= ballY < size[1] - ball.height:
ballYvel *= -1
ballY = max(0, min(size[1] - ball.height, ballY))
# [...]
ball.y = ballY
ball.x = ballX
# ballX += ballXvel <-- DELETE
# ballY += ballYvel
我第一次在 python 中编写乒乓球代码,我试图让球在碰到球拍时反弹。现在,球在碰到球拍时停止,然后只有在球拍移动时才会弹开。我希望球一碰到球拍就反弹。关于如何解决这个问题的任何想法?任何帮助表示赞赏。谢谢!
import pygame, random, sys
from pygame.locals import *
#set constants
WINDOWWIDTH = 600
WINDOWHEIGHT = 600
TEXTCOLOR = (255, 255, 255)
BACKGROUNDCOLOR = (0, 0, 255)
FPS = 40
BLACK = (0,0,0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
#set variables
rectY1 = 240
rectY2 = 240
Y1change = 0
Y2change = 0
ballX = 320
ballY = 240
ballXvel = 0
ballYvel = 0
paddle1 = pygame.Rect(18,rectY1,10,120)
paddle2 = pygame.Rect(620,rectY2,10,120)
ball = pygame.Rect(ballX,ballY,30,30)
#create shapes
def drawshapes():
pygame.draw.rect(DISPLAY, WHITE, paddle1)
pygame.draw.rect(DISPLAY, WHITE, paddle2)
pygame.draw.rect(DISPLAY, WHITE, ball)
#set up display
pygame.init
DISPLAY = pygame.display.set_mode((640,480),0,32)
pygame.display.set_caption('Pong')
fpsClock = pygame.time.Clock()
#main loop
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN :
if event.key == K_SPACE :
ballXvel += 10
ballYvel += 10
if ball.colliderect(paddle1) :
ballX = paddle1.x
ballXvel = ballXvel * -1
if ball.colliderect(paddle2) :
ballXvel = ballXvel * -1
if ballX > 620 :
ballXvel = ballXvel * -1
## if ballX < 20 :
## ballXvel = ballXvel * -1
if ballY > 460 :
ballYvel = ballYvel * -1
if ballY < 20 :
ballYvel = ballYvel * -1
keys = pygame.key.get_pressed()
Y1change = 0
Y2change = 0
#make paddles move
if keys[K_UP]:
Y2change -= 10
if keys[K_DOWN]:
Y2change += 10
if keys[ord('w')]:
Y1change -= 10
if keys[ord('s')]:
Y1change += 10
#stop paddles at edges
if rectY1 < 5 :
rectY1 = 5
if rectY1 > 355 :
rectY1 = 355
if rectY2 < 5 :
rectY2 = 5
if rectY2 > 355 :
rectY2 = 355
ball.y = ballY
ball.x = ballX
ballX += ballXvel
ballY += ballYvel
paddle1.y = rectY1
paddle2.y = rectY2
rectY1 += Y1change
rectY2 += Y2change
DISPLAY.fill(BLACK)
drawshapes()
pygame.display.update()
fpsClock.tick(FPS)
既然你有桨和球的坐标,你所要做的就是检查球的某些部分是否位于"inside"桨的某些部分。
假设桨是从 (0,0) 到 (1,1) 的正方形。如果我们有一个半径为 1 个单位的球,如果球的中心在桨的任何边缘的 1 个单位以内,我们就知道它与桨相交。
编辑:This 回答更加详细。
在进行碰撞测试之前移动球,而不是之后。由于球的一步大于 1,因此球不会准确击中球拍。如果球击中了左侧球拍,则您必须将球的左侧放在球拍的右侧。如果球击中了右边的拍子,你必须把球的右边放在拍子的左边。
以类似的方式,你必须将球的位置限制在 window:
(注意ballX
,ballY
是球的左上角)
while True:
# [...]
ballX += ballXvel
ballY += ballYvel
if ball.colliderect(paddle1) :
ballXvel *= -1
ballX = paddle1.right
if ball.colliderect(paddle2) :
ballXvel *= -1
ballX = paddle2.left - ball.width
size = DISPLAY.get_size()
if not 0 <= ballX < size[0] - ball.width:
ballXvel *= -1
ballX = max(0, min(size[0] - ball.width, ballX))
if not 0 <= ballY < size[1] - ball.height:
ballYvel *= -1
ballY = max(0, min(size[1] - ball.height, ballY))
# [...]
ball.y = ballY
ball.x = ballX
# ballX += ballXvel <-- DELETE
# ballY += ballYvel