Python 二维球碰撞

Python 2d Ball Collision

这是我收集的:

from graphics import *
from random import *
from math import *</p>

<p>class Ball(Circle):
    def <strong>init</strong>(self, win_width, win_high, point, r, vel1, vel2):
        Circle.<strong>init</strong>(self, point, r)</p>

<pre><code>    self.width = win_width
    self.high = win_high

    self.vecti1 = vel1
    self.vecti2 = vel2


def collide_wall(self):
    bound1 = self.getP1()
    bound2 = self.getP2()

    if (bound2.y >= self.width):            
        self.vecti2 = -self.vecti2
        self.move(0, -1)
    if (bound2.x >= self.high):
        self.vecti1 = -self.vecti1
        self.move(-1, 0)
    if (bound1.x <= 0):
        self.vecti1 = -self.vecti1
        self.move(1, 0)
    if (bound2.y <= 0):            
        self.vecti2 = -self.vecti2
        self.move(0, 1)

def ball_collision(self, cir2):
    radius = self.getRadius()
    radius2 = cir2.getRadius()

    bound1 = self.getP1()      
    bound3 = cir2.getP1()


    center1 = Point(radius + bound1.x,radius + bound1.y)
    center2 = Point(radius2 + bound3.x,radius2 + bound3.y)

    centerx = center2.getX() - center1.getX()
    centery = center2.getY() - center1.getY()

    distance = sqrt((centerx * centerx) + (centery * centery))

    if (distance <= (radius + radius2)):
        xdistance = abs(center1.getX() - center2.getX())
        ydistance = abs(center1.getY() - center2.getY())

        if (xdistance <= ydistance):
            if ((self.vecti2 > 0 & bound1.y < bound3.y) | (self.vecti2 < 0 & bound1.y > bound3.y)):
                self.vecti2 = -self.vecti2


            if ((cir2.vecti2 > 0 & bound3.y < bound1.y) | (cir2.vecti2 < 0 & bound3.y > bound1.y)):
                cir2.vecti2 = -cir2.vecti2



        elif (xdistance > ydistance):
            if ((self.vecti1 > 0 & bound1.x < bound3.x) | (self.vecti1 < 0 & bound1.x > bound3.x)):
                self.vecti1 = -self.vecti1

            if ((cir2.vecti1 > 0 & bound3.x < bound1.x) | (cir2.vecti1 < 0 & bound3.x > bound1.x)):
                cir2.vecti1 = -cir2.vecti1

def main(): win = GraphWin("Ball screensaver", 700,700)

velo1 = 4
velo2 = 3
velo3 = -4
velo4 = -3

cir1 = Ball(win.getWidth(),win.getHeight(),Point(50,50), 20, velo1, velo2)

cir1.setOutline("red")
cir1.setFill("red")
cir1.draw(win)

cir2 = Ball(win.getWidth(),win.getHeight(),Point(200,200), 20, velo3, velo4)
cir2.setOutline("blue")
cir2.setFill("blue")
cir2.draw(win)


while(True):
    cir1.move(cir1.vecti1, cir1.vecti2)
    cir2.move(cir2.vecti1, cir2.vecti2)
    time.sleep(.010)
    cir1.collide_wall()
    cir2.collide_wall()

    cir1.ball_collision(cir2)
    #cir2.ball_collision(cir1)

main()

好的,问题来了。这个数学根本不能正常工作。有时它会完美运行,有时一个球会压倒另一个球,或者它们不会像球碰撞那样做出反应。我正在绞尽脑汁想找出问题所在,但我觉得我现在离项目太近了,看不到它。任何帮助将不胜感激。

将您的 "if" 语句修正为合法且直接。我认为您可能想说类似下面的内容。很难说,因为您还没有记录您的代码。

if cir2.vecti2 > 0 and bound3.y > bound1.y:
    cir2.vecti2 = -cir2.vecti2

请注意,bound3 没有值。你会发现其他问题,我敢肯定。

我建议您备份并尝试增量编码。首先,尝试让一个球合法地四处移动,从墙上弹起。放入位置的跟踪打印语句,并标记它们,以便您知道您在代码中的位置。

一旦你成功了,然后添加第二个球。继续打印语句,注释掉您认为不再需要的语句。在整个程序运行之前不要删除它们。

这对你有帮助吗?

我查看了这段代码,认为它需要一些帮助。我开始从中获得乐趣,最终使它变得可行、评论和有趣……适用于 python 3.9。我还添加了一个功能,当球碰撞时它们会变成蓝色,视觉效果很棒!

import random 
import math
import graphics


class Ball(graphics.Circle):
    def __init__(self, width, high, point, radius, velx, vely):
        """a ball is a circle with velocity"""
        
        super().__init__(point, radius)

        self.width = width
        self.high = high
        self.velx = velx
        self.vely = vely

    def collide_wall(self):
        """find out if this ball collided with any wall"""
        ctrpt = self.getCenter()
        radius = self.getRadius()

        if (ctrpt.x - radius <= 0):
            self.velx = -self.velx
                        
        if (ctrpt.x + radius >= self.width):
            self.velx = -self.velx

        if (ctrpt.y - radius <= 0):            
            self.vely = -self.vely

        if (ctrpt.y + radius >= self.high):            
            self.vely = -self.vely
        self.move()


    def ball_collision(self, other):
        """find out if this ball collided with 'other' ball"""
        
        radius = self.getRadius()
        selfpt = self.getCenter()
        otherpt = other.getCenter()

        # calculate distances 
        dx = abs(selfpt.x - otherpt.x)
        dy = abs(selfpt.y - otherpt.y)
        radius_distance = math.sqrt((dx * dx) + (dy * dy))

        # Check to see if the 2 balls are close enough to be in contact       
        if (radius_distance <= (2*radius)):
            
            # check if changing the sign will increase the x distance
            if dx < abs((selfpt.x - self.velx) - otherpt.x):
                self.velx = - self.velx
            # check if changing the sign will increase the x distance
            if dy < abs((selfpt.y - self.vely) - otherpt.y):
                self.vely = - self.vely            
            return True
    
        return False
    
    def move(self):
        """our move calls the circle's move, with out velocity"""
        super().move(self.velx, self.vely)


def event_ball_collision(balls, i, j):
    """change the color of the balls that collided to see effect"""
    print(f"EVENT: collision between {i} and {j}")
    balls[i].setOutline("blue")
    balls[i].setFill("blue")
    balls[j].setOutline("blue")
    balls[j].setFill("blue")
    

# this is an array of new balls, so that we can avoid over lapping ball placement
newballs = []

def gen_ball(win, radius):
    """place new ball with some velocity and not overlapping on the balls in the field"""
    global newballs 
    
    # must have some velocity, cannot be 0,0
    velx = vely = 0
    while (velx == 0 and vely == 0):
        velx = random.randrange(0,3) - 1
        vely = random.randrange(0,3) - 1
    
    # create until we have one that doesn't overlap other balls
    tryagain = True
    while (tryagain):
        startx = random.randrange(radius + 1, win.getWidth() - radius)
        starty = random.randrange(radius + 1, win.getHeight() - radius)

        newball = Ball(win.getWidth(), win.getHeight(), graphics.Point(startx,starty), radius, velx, vely)
        newball.setOutline("red")
        newball.setFill("red")

        # check for collision with previous set of new balls
        tryagain = False
        for b in newballs:
            if newball.ball_collision(b):
                tryagain = True

    # new ball can be placed without collision, lets keep track of it
    # so that we can compare to the next new ball        
    newballs.append(newball)
    newball.draw(win)
    return newball

def main(ballnum = 20, radius = 5):
    """Main routine with some important variables"""
    win = graphics.GraphWin("Ball Bounce", 800, 400 )
    
    # generate all the balls for the field
    balls = [ gen_ball(win, radius) for i in range(ballnum) ]

    # move each ball and check for collision either wall or other ball
    while(True):
        for i in range(ballnum):
            balls[i].move()
            balls[i].collide_wall()
            
            # check to see if we collided with any other ball on the field
            for j in range(ballnum):
                if i != j:
                    if (balls[i].ball_collision(balls[j])):
                        event_ball_collision(balls, i, j)
            

main()