乒乓克隆碰撞检测
Ping pong clone collision detection
这是我第一次真正的游戏制作尝试。我知道代码可以更好
使用 类 或函数,但我试图使代码简单(更短)
我在球和 bar/paddle 的碰撞检测方面遇到问题。球粘在横杆上,然后沿同一方向继续前进。
我尝试了一些 pygame 碰撞函数,但它们没有用,因为我使用的是 surface 方法而不是 rect 方法。我的问题是:
如何让球弹开bar/paddle? and/or 我应该使用哪种方法或函数?
#!\user\bin\ env python
import pygame, sys
from pygame.locals import *
from sys import exit
pygame.init()
#game constants
fps = 60
clock = pygame.time.Clock()
#Colors
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
BLUE = ( 0, 0, 255)
GREEN = ( 0, 255, 0)
RED = (255, 0, 0)
size = window_WIDTH, window_HEIGHT = 800,600
window = pygame.display.set_mode( size , pygame.RESIZABLE)
window.fill(BLACK)
ball = pygame.Surface((25, 25))
ball = ball.convert()
ball.fill(WHITE)
ball_x, ball_y = (window_WIDTH/2 -12), (window_HEIGHT/2 -12 )
ball_speed_x = 7 #ball speed = 20
ball_speed_y = 7
bar = pygame.Surface((15, 90))
bar.fill(WHITE)
bar1 = bar.convert()
bar2 = bar.convert()
bar_speed = 0
bar1_x,bar1_y = (50), (window_HEIGHT/2-60)
bar2_x,bar2_y = (window_WIDTH - 50), (window_HEIGHT/2-60)
middle_line = pygame.Surface((2,window_HEIGHT))
middle_line.fill(WHITE)
middle_line = middle_line.convert()
running = True
while running:
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or ( event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
running = False
if event.type == pygame.KEYDOWN:
if event.key == K_UP:
bar_speed -= 20
if event.key == K_DOWN:
bar_speed += 20
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
bar_speed = 0
if event.key == pygame.K_DOWN:
bar_speed = 0
#since i don't know anything about collision, ball hitting bars goes like this.
#colisions with the walls (veritical walls for bars)
if bar1_y >= (window_HEIGHT - 90) or bar1_y <= 0:
bar_speed = 0
if bar2_y >= (window_HEIGHT - 90) or bar2_y <= 0:
bar_speed = 0
# collisions with bars (ball)
if ball_x <= (bar1_x+15):
if ball_y >= bar1_y:
if ball_y <= (bar1_y + 45): #checks if ball y cord is between bar y cord and bar length
# To right direction up
#ball_x += (bar1_x +15)
#ball_x += ball_speed_x
#ball_speed_y *= -1
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = ball_speed_x
# To right direction down
if ball_y +45 <= (bar1_y + 90):#half down bar make y cord negative
#ball_speed_y = ball_speed_y
#ball_x += (bar1_x +15)
#ball_x += ball_speed_x
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = ball_speed_x
if (ball_x+25) >= bar2_x:
if ball_y >= bar2_y:
if ball_y <= (bar2_y + 44): #checks if ball y cord is between bar y cord and bar length
# To right direction up
#ball_x = (bar1_x )#+15)
#ball_x -= ball_speed_x
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = -ball_speed_x
if ball_y +45 <= (bar2_y + 90):#half down bar make y cord negative
#ball_speed_y = ball_speed_y
#ball_x = (bar2_x )#+15)
#ball_x = ball_speed_x
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = -ball_speed_x
#collisions of ball with up down walls
if ball_y == 0:
if ball_x > window_WIDTH/2:
ball_speed_y = ball_speed_y
ball_speed_x = ball_speed_x
if ball_x < window_WIDTH/2:
ball_speed_y = ball_speed_y
ball_speed_x *= -1
if ball_y == window_HEIGHT:
if ball_x > window_WIDTH/2:
ball_speed_y *= -1
ball_speed_x = ball_speed_x
if ball_x < window_WIDTH/2:
ball_speed_y *= -1
ball_speed_x *= -1
#AI player
if ball_x >= window_WIDTH/2:
if not bar2_y == ball_y + 7.5:
if bar2_y < ball_y + 7.5:
bar2_y += bar_speed
if bar2_y > ball_y - 42.5:
bar2_y -= bar_speed
else:
bar2_y == ball_y + 7.5
if bar1_y >= 420.: bar1_y = 420.
elif bar1_y <= 10. : bar1_y = 10.
if bar2_y >= 420.: bar2_y = 420.
elif bar2_y <= 10.: bar2_y = 10.
bar1_y+= bar_speed
ball_x += ball_speed_x
ball_y += 1
window.fill(BLACK)
window.blit(middle_line,(window_WIDTH/2,0))
window.blit(bar1,(bar1_x, bar1_y))
window.blit(bar2,(bar2_x,bar2_y))
window.blit(ball, (ball_x, ball_y))
clock.tick(fps)
pygame.display.update()
pygame.quit()
P.S我希望最终游戏代码在100行以下
我认为您的碰撞过程是正确的。
虽然有些部分很难理解,但我认为球在上下墙的碰撞效果很好。
现在你应该取出 paddle/bar 的 x,y 坐标,然后考虑球和桨的碰撞。实际上你可能想要制作桨 "movable" 所以桨的 x, y 坐标应该保存在某个地方,由你制作的桨的运动转换。
就像你在碰撞中所做的那样 - 你应该将方向(y 或 x)变换 -1
我建议您使用 pygame 的 Rect
, Sprite
and Group
class 作为号码,原因如下:
- 这些使得检查与
pygame.sprite.spritecollide
的冲突变得容易
- 它也很容易使用与
pygame.sprite.collide_mask
的像素完美碰撞
- 使用
Rect.top
和 Rect.bottom
检查球是否在屏幕顶部或底部反弹也变得非常容易
- 防止桨离开屏幕就像调用
Rect.clamp_ip
一样简单
这是一个基本的 2 人乒乓球,应该是一个很好的起点。注意代码是多么简单:
import pygame
import math
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
# some helpful vector math functions
def normalize(v):
vmag = magnitude(v)
return [v[i]/vmag for i in range(len(v))]
def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))
def add(u, v):
return [ u[i]+v[i] for i in range(len(u)) ]
class Paddle(pygame.sprite.Sprite):
def __init__(self, start_pos, up_key, down_key):
pygame.sprite.Sprite.__init__(self)
# the image is just a white rect
self.image = pygame.surface.Surface((20, 100))
self.image.fill(pygame.color.Color('White'))
self.image.set_colorkey(pygame.color.Color('Black'))
self.rect = self.image.get_rect(topleft=start_pos)
# using a mask so we can use pixel perfect collision
self.mask = pygame.mask.from_surface(self.image)
self.up_key, self.down_key = up_key, down_key
def update(self, pressed):
if pressed[self.up_key]: self.rect.move_ip(0, -3)
if pressed[self.down_key]: self.rect.move_ip(0, 3)
# keep the paddle inside the screen
self.rect.clamp_ip(pygame.display.get_surface().get_rect())
class Ball(pygame.sprite.Sprite):
def __init__(self, start_pos):
pygame.sprite.Sprite.__init__(self)
# the image is just a white ball
self.image = pygame.surface.Surface((20, 20))
self.rect = self.image.get_rect(center=start_pos)
pygame.draw.circle(self.image, pygame.color.Color('White'), self.image.get_rect().center, 10)
self.image.set_colorkey(pygame.color.Color('Black'))
# using a mask so we can use pixel perfect collision
self.mask = pygame.mask.from_surface(self.image)
# the vector we use to move the ball
self.move_v = (1, 0.7)
# store the absolute position in self.pos
# because a rect can only use integers
self.pos = self.rect.center
def update(self, pressed):
# check if the ball collides with any other sprite
collide = [s for s in pygame.sprite.spritecollide(self, self.groups()[0], False, pygame.sprite.collide_mask) if s != self]
if collide:
# warning: this does not handle the case of the ball hits
# the top or bottom of the paddle, only the sides.
self.move_v = [-self.move_v[0], self.move_v[1]]
# check if the ball would go out of screen
display = pygame.display.get_surface().get_rect()
if self.rect.top < display.top and self.move_v[1] < 0 or \
self.rect.bottom > display.bottom and self.move_v[1] > 0:
self.move_v = [self.move_v[0], -self.move_v[1]]
# apply a constant speed and update the position
move_vector = [c * 4 for c in normalize(self.move_v)]
self.pos = add(self.rect.center, move_vector)
self.rect.center = map(int, self.pos)
player1 = Paddle((30, 190), pygame.K_w , pygame.K_s)
player2 = Paddle((590, 190), pygame.K_UP, pygame.K_DOWN)
ball = Ball(screen.get_rect().center)
sprites = pygame.sprite.Group(player1, player2, ball)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: break
else:
pressed = pygame.key.get_pressed()
sprites.update(pressed)
screen.fill(pygame.color.Color('black'))
sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
continue
break
pygame.quit()
这是我第一次真正的游戏制作尝试。我知道代码可以更好 使用 类 或函数,但我试图使代码简单(更短)
我在球和 bar/paddle 的碰撞检测方面遇到问题。球粘在横杆上,然后沿同一方向继续前进。 我尝试了一些 pygame 碰撞函数,但它们没有用,因为我使用的是 surface 方法而不是 rect 方法。我的问题是:
如何让球弹开bar/paddle? and/or 我应该使用哪种方法或函数?
#!\user\bin\ env python
import pygame, sys
from pygame.locals import *
from sys import exit
pygame.init()
#game constants
fps = 60
clock = pygame.time.Clock()
#Colors
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
BLUE = ( 0, 0, 255)
GREEN = ( 0, 255, 0)
RED = (255, 0, 0)
size = window_WIDTH, window_HEIGHT = 800,600
window = pygame.display.set_mode( size , pygame.RESIZABLE)
window.fill(BLACK)
ball = pygame.Surface((25, 25))
ball = ball.convert()
ball.fill(WHITE)
ball_x, ball_y = (window_WIDTH/2 -12), (window_HEIGHT/2 -12 )
ball_speed_x = 7 #ball speed = 20
ball_speed_y = 7
bar = pygame.Surface((15, 90))
bar.fill(WHITE)
bar1 = bar.convert()
bar2 = bar.convert()
bar_speed = 0
bar1_x,bar1_y = (50), (window_HEIGHT/2-60)
bar2_x,bar2_y = (window_WIDTH - 50), (window_HEIGHT/2-60)
middle_line = pygame.Surface((2,window_HEIGHT))
middle_line.fill(WHITE)
middle_line = middle_line.convert()
running = True
while running:
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or ( event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
running = False
if event.type == pygame.KEYDOWN:
if event.key == K_UP:
bar_speed -= 20
if event.key == K_DOWN:
bar_speed += 20
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
bar_speed = 0
if event.key == pygame.K_DOWN:
bar_speed = 0
#since i don't know anything about collision, ball hitting bars goes like this.
#colisions with the walls (veritical walls for bars)
if bar1_y >= (window_HEIGHT - 90) or bar1_y <= 0:
bar_speed = 0
if bar2_y >= (window_HEIGHT - 90) or bar2_y <= 0:
bar_speed = 0
# collisions with bars (ball)
if ball_x <= (bar1_x+15):
if ball_y >= bar1_y:
if ball_y <= (bar1_y + 45): #checks if ball y cord is between bar y cord and bar length
# To right direction up
#ball_x += (bar1_x +15)
#ball_x += ball_speed_x
#ball_speed_y *= -1
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = ball_speed_x
# To right direction down
if ball_y +45 <= (bar1_y + 90):#half down bar make y cord negative
#ball_speed_y = ball_speed_y
#ball_x += (bar1_x +15)
#ball_x += ball_speed_x
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = ball_speed_x
if (ball_x+25) >= bar2_x:
if ball_y >= bar2_y:
if ball_y <= (bar2_y + 44): #checks if ball y cord is between bar y cord and bar length
# To right direction up
#ball_x = (bar1_x )#+15)
#ball_x -= ball_speed_x
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = -ball_speed_x
if ball_y +45 <= (bar2_y + 90):#half down bar make y cord negative
#ball_speed_y = ball_speed_y
#ball_x = (bar2_x )#+15)
#ball_x = ball_speed_x
ball_y *= -1
ball_x = (bar1_x +15)
ball_speed_y = -ball_speed_y
ball_speed_x = -ball_speed_x
#collisions of ball with up down walls
if ball_y == 0:
if ball_x > window_WIDTH/2:
ball_speed_y = ball_speed_y
ball_speed_x = ball_speed_x
if ball_x < window_WIDTH/2:
ball_speed_y = ball_speed_y
ball_speed_x *= -1
if ball_y == window_HEIGHT:
if ball_x > window_WIDTH/2:
ball_speed_y *= -1
ball_speed_x = ball_speed_x
if ball_x < window_WIDTH/2:
ball_speed_y *= -1
ball_speed_x *= -1
#AI player
if ball_x >= window_WIDTH/2:
if not bar2_y == ball_y + 7.5:
if bar2_y < ball_y + 7.5:
bar2_y += bar_speed
if bar2_y > ball_y - 42.5:
bar2_y -= bar_speed
else:
bar2_y == ball_y + 7.5
if bar1_y >= 420.: bar1_y = 420.
elif bar1_y <= 10. : bar1_y = 10.
if bar2_y >= 420.: bar2_y = 420.
elif bar2_y <= 10.: bar2_y = 10.
bar1_y+= bar_speed
ball_x += ball_speed_x
ball_y += 1
window.fill(BLACK)
window.blit(middle_line,(window_WIDTH/2,0))
window.blit(bar1,(bar1_x, bar1_y))
window.blit(bar2,(bar2_x,bar2_y))
window.blit(ball, (ball_x, ball_y))
clock.tick(fps)
pygame.display.update()
pygame.quit()
P.S我希望最终游戏代码在100行以下
我认为您的碰撞过程是正确的。 虽然有些部分很难理解,但我认为球在上下墙的碰撞效果很好。
现在你应该取出 paddle/bar 的 x,y 坐标,然后考虑球和桨的碰撞。实际上你可能想要制作桨 "movable" 所以桨的 x, y 坐标应该保存在某个地方,由你制作的桨的运动转换。
就像你在碰撞中所做的那样 - 你应该将方向(y 或 x)变换 -1
我建议您使用 pygame 的 Rect
, Sprite
and Group
class 作为号码,原因如下:
- 这些使得检查与
pygame.sprite.spritecollide
的冲突变得容易
- 它也很容易使用与
pygame.sprite.collide_mask
的像素完美碰撞
- 使用
Rect.top
和Rect.bottom
检查球是否在屏幕顶部或底部反弹也变得非常容易
- 防止桨离开屏幕就像调用
Rect.clamp_ip
一样简单
这是一个基本的 2 人乒乓球,应该是一个很好的起点。注意代码是多么简单:
import pygame
import math
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
# some helpful vector math functions
def normalize(v):
vmag = magnitude(v)
return [v[i]/vmag for i in range(len(v))]
def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))
def add(u, v):
return [ u[i]+v[i] for i in range(len(u)) ]
class Paddle(pygame.sprite.Sprite):
def __init__(self, start_pos, up_key, down_key):
pygame.sprite.Sprite.__init__(self)
# the image is just a white rect
self.image = pygame.surface.Surface((20, 100))
self.image.fill(pygame.color.Color('White'))
self.image.set_colorkey(pygame.color.Color('Black'))
self.rect = self.image.get_rect(topleft=start_pos)
# using a mask so we can use pixel perfect collision
self.mask = pygame.mask.from_surface(self.image)
self.up_key, self.down_key = up_key, down_key
def update(self, pressed):
if pressed[self.up_key]: self.rect.move_ip(0, -3)
if pressed[self.down_key]: self.rect.move_ip(0, 3)
# keep the paddle inside the screen
self.rect.clamp_ip(pygame.display.get_surface().get_rect())
class Ball(pygame.sprite.Sprite):
def __init__(self, start_pos):
pygame.sprite.Sprite.__init__(self)
# the image is just a white ball
self.image = pygame.surface.Surface((20, 20))
self.rect = self.image.get_rect(center=start_pos)
pygame.draw.circle(self.image, pygame.color.Color('White'), self.image.get_rect().center, 10)
self.image.set_colorkey(pygame.color.Color('Black'))
# using a mask so we can use pixel perfect collision
self.mask = pygame.mask.from_surface(self.image)
# the vector we use to move the ball
self.move_v = (1, 0.7)
# store the absolute position in self.pos
# because a rect can only use integers
self.pos = self.rect.center
def update(self, pressed):
# check if the ball collides with any other sprite
collide = [s for s in pygame.sprite.spritecollide(self, self.groups()[0], False, pygame.sprite.collide_mask) if s != self]
if collide:
# warning: this does not handle the case of the ball hits
# the top or bottom of the paddle, only the sides.
self.move_v = [-self.move_v[0], self.move_v[1]]
# check if the ball would go out of screen
display = pygame.display.get_surface().get_rect()
if self.rect.top < display.top and self.move_v[1] < 0 or \
self.rect.bottom > display.bottom and self.move_v[1] > 0:
self.move_v = [self.move_v[0], -self.move_v[1]]
# apply a constant speed and update the position
move_vector = [c * 4 for c in normalize(self.move_v)]
self.pos = add(self.rect.center, move_vector)
self.rect.center = map(int, self.pos)
player1 = Paddle((30, 190), pygame.K_w , pygame.K_s)
player2 = Paddle((590, 190), pygame.K_UP, pygame.K_DOWN)
ball = Ball(screen.get_rect().center)
sprites = pygame.sprite.Group(player1, player2, ball)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: break
else:
pressed = pygame.key.get_pressed()
sprites.update(pressed)
screen.fill(pygame.color.Color('black'))
sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
continue
break
pygame.quit()