在 Pygame 中检测多边形和矩形之间的碰撞
Detecting collisions between polygons and rectangles in Pygame
所以我正在尝试用 pygame 制作一款我们之间类型的游戏。我刚开始,所以我什么都没有,现在正在制作地图。但是,我正在努力解决的一件事是碰撞逻辑。该地图目前具有细长的八角形形状,但我认为无论形状如何,我都会使用 pygame 多边形之类的东西。当我 运行 我现在拥有的代码检查我的播放器(pygame 矩形)和墙壁(pygame 多边形)之间的碰撞时,它说:
TypeError: Argument must be rect style object
我发现这是因为 pygame 多边形返回一个矩形,但在碰撞检查器中没有按这种方式分类。我尝试了一个名为 collision 的库,感谢碰撞检测付出了巨大的努力,但玩家仍然能够穿墙而过。旁注:如果有人想看到它并可能改进我的错误,我保存了我使用这个库的代码。
总之,总结一下:
我需要一种方法来检测多边形和矩形之间的碰撞(真的,最好是 pygame)
感谢您提供的任何帮助,如果您有 question/request 请发表评论。
这是我的代码:
import pygame
pygame.init()
W, H=500, 500
screen = pygame.display.set_mode([500, 500])
running = True
bcg=(200, 200, 200)
red=(255, 0 ,0)
purp=(255, 0, 255)
wall=(100, 100, 100)
class player:
def bg(self):
screen.fill(bcg)
x,y=self.x,self.y
self.outer=(
(x,y),
(x+800, y),
(x+1200, y+200),
(x+1200, y+600),
(x+800, y+800),
(x, y+800),
(x-400, y+600),
(x-400, y+200),
(x,y),
(x, y+50),
(x-350, y+225),
(x-350, y+575),
(x, y+750),
(x+800, y+750),
(x+1150, y+575),
(x+1150, y+225),
(x+800, y+50),
(x, y+50)
)
pygame.draw.polygon(screen, wall, self.outer)
def __init__(self, color, size=20, speed=0.25):
self.x=0
self.y=0
self.col=color
self.size=size
self.speed=speed
def draw(self):
s=self.size
self.rect=pygame.Rect(W/2-s/2, H/2-s/2, self.size, self.size)
pygame.draw.rect(screen, self.col, self.rect)
def move(self, x, y):
x*=self.speed
y*=self.speed
if not self.rect.colliderect(self.outer):
self.x+=x
self.y+=y
p=player(red)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
p.bg()
keys=pygame.key.get_pressed()
if keys[pygame.K_a]: p.move(1, 0)
if keys[pygame.K_d]: p.move(-1, 0)
if keys[pygame.K_w]: p.move(0, 1)
if keys[pygame.K_s]: p.move(0, -1)
p.draw()
pygame.display.update()
pygame.quit()
编写一个函数 collideLineLine
来测试线段是否相交。这个函数的算法在问题 :
的答案中有详细解释
def collideLineLine(l1_p1, l1_p2, l2_p1, l2_p2):
# normalized direction of the lines and start of the lines
P = pygame.math.Vector2(*l1_p1)
line1_vec = pygame.math.Vector2(*l1_p2) - P
R = line1_vec.normalize()
Q = pygame.math.Vector2(*l2_p1)
line2_vec = pygame.math.Vector2(*l2_p2) - Q
S = line2_vec.normalize()
# normal vectors to the lines
RNV = pygame.math.Vector2(R[1], -R[0])
SNV = pygame.math.Vector2(S[1], -S[0])
RdotSVN = R.dot(SNV)
if RdotSVN == 0:
return False
# distance to the intersection point
QP = Q - P
t = QP.dot(SNV) / RdotSVN
u = QP.dot(RNV) / RdotSVN
return t > 0 and u > 0 and t*t < line1_vec.magnitude_squared() and u*u < line2_vec.magnitude_squared()
编写函数colideRectLine
来测试矩形和线段是否相交。要测试线段是否与矩形相交,您必须测试它是否与矩形的 4 条边中的任何一条相交:
def colideRectLine(rect, p1, p2):
return (collideLineLine(p1, p2, rect.topleft, rect.bottomleft) or
collideLineLine(p1, p2, rect.bottomleft, rect.bottomright) or
collideLineLine(p1, p2, rect.bottomright, rect.topright) or
collideLineLine(p1, p2, rect.topright, rect.topleft))
下一个函数 collideRectPolygon
测试多边形和矩形是否相交。这可以通过在循环中针对矩形测试多边形上的每个线段来实现:
def collideRectPolygon(rect, polygon):
for i in range(len(polygon)-1):
if colideRectLine(rect, polygon[i], polygon[i+1]):
return True
return False
终于可以使用collideRectPolygon
进行碰撞测试了。但是请注意,对于测试,您需要像玩家移动一样使用多边形:
class player:
def bg(self):
screen.fill(bcg)
self.outer = self.createPolygon(self.x, self.y)
pygame.draw.polygon(screen, wall, self.outer)
def createPolygon(self, x, y):
return [
(x,y), (x+800, y), (x+1200, y+200), (x+1200, y+600),
(x+800, y+800), (x, y+800), (x-400, y+600), (x-400, y+200),
(x,y), (x, y+50), (x-350, y+225), (x-350, y+575),
(x, y+750), (x+800, y+750), (x+1150, y+575), (x+1150, y+225),
(x+800, y+50),(x, y+50)]
# [...]
def move(self, x, y):
x *= self.speed
y *= self.speed
polygon = self.createPolygon(self.x + x, self.y + y)
if not collideRectPolygon(self.rect, polygon):
self.x += x
self.y += y
另见 Collision and Intersection - Rectangle and polygon
最小示例:
repl.it/@Rabbid76/PyGame-CollisionPolygonRectangle
完整示例:
import pygame
pygame.init()
W, H=500, 500
screen = pygame.display.set_mode([500, 500])
running = True
bcg=(200, 200, 200)
red=(255, 0 ,0)
purp=(255, 0, 255)
wall=(100, 100, 100)
def collideLineLine(l1_p1, l1_p2, l2_p1, l2_p2):
# normalized direction of the lines and start of the lines
P = pygame.math.Vector2(*l1_p1)
line1_vec = pygame.math.Vector2(*l1_p2) - P
R = line1_vec.normalize()
Q = pygame.math.Vector2(*l2_p1)
line2_vec = pygame.math.Vector2(*l2_p2) - Q
S = line2_vec.normalize()
# normal vectors to the lines
RNV = pygame.math.Vector2(R[1], -R[0])
SNV = pygame.math.Vector2(S[1], -S[0])
RdotSVN = R.dot(SNV)
if RdotSVN == 0:
return False
# distance to the intersection point
QP = Q - P
t = QP.dot(SNV) / RdotSVN
u = QP.dot(RNV) / RdotSVN
return t > 0 and u > 0 and t*t < line1_vec.magnitude_squared() and u*u < line2_vec.magnitude_squared()
def colideRectLine(rect, p1, p2):
return (collideLineLine(p1, p2, rect.topleft, rect.bottomleft) or
collideLineLine(p1, p2, rect.bottomleft, rect.bottomright) or
collideLineLine(p1, p2, rect.bottomright, rect.topright) or
collideLineLine(p1, p2, rect.topright, rect.topleft))
def collideRectPolygon(rect, polygon):
for i in range(len(polygon)-1):
if colideRectLine(rect, polygon[i], polygon[i+1]):
return True
return False
class player:
def bg(self):
screen.fill(bcg)
self.outer = self.createPolygon(self.x, self.y)
pygame.draw.polygon(screen, wall, self.outer)
def createPolygon(self, x, y):
return [
(x,y), (x+800, y), (x+1200, y+200), (x+1200, y+600),
(x+800, y+800), (x, y+800), (x-400, y+600), (x-400, y+200),
(x,y), (x, y+50), (x-350, y+225), (x-350, y+575),
(x, y+750), (x+800, y+750), (x+1150, y+575), (x+1150, y+225),
(x+800, y+50),(x, y+50)]
def __init__(self, color, size=20, speed=0.25):
self.x=0
self.y=0
self.col=color
self.size=size
self.speed=speed
def draw(self):
s=self.size
self.rect=pygame.Rect(W/2-s/2, H/2-s/2, self.size, self.size)
pygame.draw.rect(screen, self.col, self.rect)
def move(self, x, y):
x *= self.speed
y *= self.speed
polygon = self.createPolygon(self.x + x, self.y + y)
if not collideRectPolygon(self.rect, polygon):
self.x += x
self.y += y
p=player(red)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
p.bg()
keys=pygame.key.get_pressed()
if keys[pygame.K_a]: p.move(1, 0)
if keys[pygame.K_d]: p.move(-1, 0)
if keys[pygame.K_w]: p.move(0, 1)
if keys[pygame.K_s]: p.move(0, -1)
p.draw()
pygame.display.update()
pygame.quit()
或者用 4 条线定义矩形,并检测您是在这些线的上方还是下方,在矩形完全对齐的 2 帧中,您只需使用正常的矩形碰撞。
所以我正在尝试用 pygame 制作一款我们之间类型的游戏。我刚开始,所以我什么都没有,现在正在制作地图。但是,我正在努力解决的一件事是碰撞逻辑。该地图目前具有细长的八角形形状,但我认为无论形状如何,我都会使用 pygame 多边形之类的东西。当我 运行 我现在拥有的代码检查我的播放器(pygame 矩形)和墙壁(pygame 多边形)之间的碰撞时,它说:
TypeError: Argument must be rect style object
我发现这是因为 pygame 多边形返回一个矩形,但在碰撞检查器中没有按这种方式分类。我尝试了一个名为 collision 的库,感谢碰撞检测付出了巨大的努力,但玩家仍然能够穿墙而过。旁注:如果有人想看到它并可能改进我的错误,我保存了我使用这个库的代码。
总之,总结一下:
我需要一种方法来检测多边形和矩形之间的碰撞(真的,最好是 pygame)
感谢您提供的任何帮助,如果您有 question/request 请发表评论。
这是我的代码:
import pygame
pygame.init()
W, H=500, 500
screen = pygame.display.set_mode([500, 500])
running = True
bcg=(200, 200, 200)
red=(255, 0 ,0)
purp=(255, 0, 255)
wall=(100, 100, 100)
class player:
def bg(self):
screen.fill(bcg)
x,y=self.x,self.y
self.outer=(
(x,y),
(x+800, y),
(x+1200, y+200),
(x+1200, y+600),
(x+800, y+800),
(x, y+800),
(x-400, y+600),
(x-400, y+200),
(x,y),
(x, y+50),
(x-350, y+225),
(x-350, y+575),
(x, y+750),
(x+800, y+750),
(x+1150, y+575),
(x+1150, y+225),
(x+800, y+50),
(x, y+50)
)
pygame.draw.polygon(screen, wall, self.outer)
def __init__(self, color, size=20, speed=0.25):
self.x=0
self.y=0
self.col=color
self.size=size
self.speed=speed
def draw(self):
s=self.size
self.rect=pygame.Rect(W/2-s/2, H/2-s/2, self.size, self.size)
pygame.draw.rect(screen, self.col, self.rect)
def move(self, x, y):
x*=self.speed
y*=self.speed
if not self.rect.colliderect(self.outer):
self.x+=x
self.y+=y
p=player(red)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
p.bg()
keys=pygame.key.get_pressed()
if keys[pygame.K_a]: p.move(1, 0)
if keys[pygame.K_d]: p.move(-1, 0)
if keys[pygame.K_w]: p.move(0, 1)
if keys[pygame.K_s]: p.move(0, -1)
p.draw()
pygame.display.update()
pygame.quit()
编写一个函数 collideLineLine
来测试线段是否相交。这个函数的算法在问题
def collideLineLine(l1_p1, l1_p2, l2_p1, l2_p2):
# normalized direction of the lines and start of the lines
P = pygame.math.Vector2(*l1_p1)
line1_vec = pygame.math.Vector2(*l1_p2) - P
R = line1_vec.normalize()
Q = pygame.math.Vector2(*l2_p1)
line2_vec = pygame.math.Vector2(*l2_p2) - Q
S = line2_vec.normalize()
# normal vectors to the lines
RNV = pygame.math.Vector2(R[1], -R[0])
SNV = pygame.math.Vector2(S[1], -S[0])
RdotSVN = R.dot(SNV)
if RdotSVN == 0:
return False
# distance to the intersection point
QP = Q - P
t = QP.dot(SNV) / RdotSVN
u = QP.dot(RNV) / RdotSVN
return t > 0 and u > 0 and t*t < line1_vec.magnitude_squared() and u*u < line2_vec.magnitude_squared()
编写函数colideRectLine
来测试矩形和线段是否相交。要测试线段是否与矩形相交,您必须测试它是否与矩形的 4 条边中的任何一条相交:
def colideRectLine(rect, p1, p2):
return (collideLineLine(p1, p2, rect.topleft, rect.bottomleft) or
collideLineLine(p1, p2, rect.bottomleft, rect.bottomright) or
collideLineLine(p1, p2, rect.bottomright, rect.topright) or
collideLineLine(p1, p2, rect.topright, rect.topleft))
下一个函数 collideRectPolygon
测试多边形和矩形是否相交。这可以通过在循环中针对矩形测试多边形上的每个线段来实现:
def collideRectPolygon(rect, polygon):
for i in range(len(polygon)-1):
if colideRectLine(rect, polygon[i], polygon[i+1]):
return True
return False
终于可以使用collideRectPolygon
进行碰撞测试了。但是请注意,对于测试,您需要像玩家移动一样使用多边形:
class player:
def bg(self):
screen.fill(bcg)
self.outer = self.createPolygon(self.x, self.y)
pygame.draw.polygon(screen, wall, self.outer)
def createPolygon(self, x, y):
return [
(x,y), (x+800, y), (x+1200, y+200), (x+1200, y+600),
(x+800, y+800), (x, y+800), (x-400, y+600), (x-400, y+200),
(x,y), (x, y+50), (x-350, y+225), (x-350, y+575),
(x, y+750), (x+800, y+750), (x+1150, y+575), (x+1150, y+225),
(x+800, y+50),(x, y+50)]
# [...]
def move(self, x, y):
x *= self.speed
y *= self.speed
polygon = self.createPolygon(self.x + x, self.y + y)
if not collideRectPolygon(self.rect, polygon):
self.x += x
self.y += y
另见 Collision and Intersection - Rectangle and polygon
最小示例:
完整示例:
import pygame
pygame.init()
W, H=500, 500
screen = pygame.display.set_mode([500, 500])
running = True
bcg=(200, 200, 200)
red=(255, 0 ,0)
purp=(255, 0, 255)
wall=(100, 100, 100)
def collideLineLine(l1_p1, l1_p2, l2_p1, l2_p2):
# normalized direction of the lines and start of the lines
P = pygame.math.Vector2(*l1_p1)
line1_vec = pygame.math.Vector2(*l1_p2) - P
R = line1_vec.normalize()
Q = pygame.math.Vector2(*l2_p1)
line2_vec = pygame.math.Vector2(*l2_p2) - Q
S = line2_vec.normalize()
# normal vectors to the lines
RNV = pygame.math.Vector2(R[1], -R[0])
SNV = pygame.math.Vector2(S[1], -S[0])
RdotSVN = R.dot(SNV)
if RdotSVN == 0:
return False
# distance to the intersection point
QP = Q - P
t = QP.dot(SNV) / RdotSVN
u = QP.dot(RNV) / RdotSVN
return t > 0 and u > 0 and t*t < line1_vec.magnitude_squared() and u*u < line2_vec.magnitude_squared()
def colideRectLine(rect, p1, p2):
return (collideLineLine(p1, p2, rect.topleft, rect.bottomleft) or
collideLineLine(p1, p2, rect.bottomleft, rect.bottomright) or
collideLineLine(p1, p2, rect.bottomright, rect.topright) or
collideLineLine(p1, p2, rect.topright, rect.topleft))
def collideRectPolygon(rect, polygon):
for i in range(len(polygon)-1):
if colideRectLine(rect, polygon[i], polygon[i+1]):
return True
return False
class player:
def bg(self):
screen.fill(bcg)
self.outer = self.createPolygon(self.x, self.y)
pygame.draw.polygon(screen, wall, self.outer)
def createPolygon(self, x, y):
return [
(x,y), (x+800, y), (x+1200, y+200), (x+1200, y+600),
(x+800, y+800), (x, y+800), (x-400, y+600), (x-400, y+200),
(x,y), (x, y+50), (x-350, y+225), (x-350, y+575),
(x, y+750), (x+800, y+750), (x+1150, y+575), (x+1150, y+225),
(x+800, y+50),(x, y+50)]
def __init__(self, color, size=20, speed=0.25):
self.x=0
self.y=0
self.col=color
self.size=size
self.speed=speed
def draw(self):
s=self.size
self.rect=pygame.Rect(W/2-s/2, H/2-s/2, self.size, self.size)
pygame.draw.rect(screen, self.col, self.rect)
def move(self, x, y):
x *= self.speed
y *= self.speed
polygon = self.createPolygon(self.x + x, self.y + y)
if not collideRectPolygon(self.rect, polygon):
self.x += x
self.y += y
p=player(red)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
p.bg()
keys=pygame.key.get_pressed()
if keys[pygame.K_a]: p.move(1, 0)
if keys[pygame.K_d]: p.move(-1, 0)
if keys[pygame.K_w]: p.move(0, 1)
if keys[pygame.K_s]: p.move(0, -1)
p.draw()
pygame.display.update()
pygame.quit()
或者用 4 条线定义矩形,并检测您是在这些线的上方还是下方,在矩形完全对齐的 2 帧中,您只需使用正常的矩形碰撞。