2013-04-09 78 views
1

我目前正在研究pygame的抽象层,并且在尝试检查与地图的碰撞时遇到了问题。我能够加载和显示地图,以及存储可碰撞的矩形。当我打印矩形列表时,我发现一切都已到位,但是当我迭代每个矩形并尝试检查与另一矩形的碰撞时,即使矩形不相互碰撞,它总是返回true。另外,当我尝试通过在每个矩形上绘制一个红色轮廓的矩形来调试所有矩形时,即使打印矩形时,也不会绘制任何矩形,它会打印一个存在的矩形。Pygame:碰撞瓷砖不工作

下面是从框架中的几个片断:

class Tilemap(object): 
"""This is the tilemap object, it takes an array of strings as its object, and places a surface where you have it in the strings. It only supports one surface per map, so you have to make multiple maps for floor, walls, etc.""" 
def __init__(self, level_surface,level_string = None, string_char = "#", surface = None, surface_dim = Vector2(50, 50),surface_color = (255, 255, 255)): 
    self.level = level_string 
    self.char = string_char 
    self.surface = surface 
    if self.surface is None: 
     self.surface = pygame.Surface(surface_dim) 
     self.surface.fill(surface_color) 

    self.surface_width = self.surface.get_rect().w 
    self.surface_height = self.surface.get_rect().h 
    self.collision_list = [] 
    for y in xrange(len(self.level)): 
     for x in xrange(len(self.level[y])): 
      if self.level[y][x] is self.char: 
       self.collision_list.insert(len(self.collision_list), Rect((x) * self.surface_width,(y) * self.surface_height, self.surface_width, self.surface_height)) 
    print self.collision_list 
    for y in xrange(len(self.level)): 
     for x in xrange(len(self.level[y])): 
      if self.level[y][x] is self.char: 
       level_surface.blit(self.surface.convert_alpha(), (self.surface_width * x, self.surface_height * y)) 

def replace_char_with(self, level_surface,char = ".", surface = None): 
    for y in xrange(len(self.level)): 
     for x in xrange(len(self.level[y])): 
      if self.level[y][x] is char: 
       level_surface.blit(surface.convert_alpha(), (surface.get_width() * x, surface.get_height() * y)) 

def check_col(self, rect): 
    for tilerect in self.collision_list: 
     if rect.x + rect.w > tilerect.x or rect.y + rect.h > tilerect.y or rect.x < tilerect.x + tilerect.w or rect.y < tilerect.y + tilerect.h: 
      return True 
     else: 
      return False 

def debug_draw(self, screen): 
    for rect in self.collision_list: 
     pygame.draw.rect(screen, (255, 0, 0), rect, 2) 

片段#2,测试代码:

def main(): 
from pygame.locals import K_w, K_a, K_s, K_d 
pygame.init() 
screen = pygame.display.set_mode((640, 480)) 
clock = pygame.time.Clock() 
player = Sprite(pygame.image.load("trapdoor_tile.png"), Vector2(100, 100)) 
floor = ["########################################", 
     "########################################", 
     "#####...##.#.#..###.#.###..#############", 
     "#####.######.#.#.####.##.#.#############", 
     "######.###.#.##..##.#.###.##############", 
     "#####.####.########.####################", 
     "#####.#.##.###.#.##.#.##.#.#############", 
     "########################################", 
     "#######################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################" 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################", 
     "########################################"] 

walls = ["########################################", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "#......................................#", 
     "########################################"] 

level_surf = pygame.Surface((640, 480)) 
floor_map = Tilemap(level_surf, floor, "#", pygame.image.load("ground_tile.png").convert_alpha()) 
floor_map.replace_char_with(level_surf, ".", pygame.image.load("trapdoor_tile.png").convert_alpha()) 
wall_map = Tilemap(level_surf, walls, "#", pygame.image.load("wall_tile.png").convert_alpha()) 

while True: 
    screen.fill((0, 0, 0)) 
    milliseconds = clock.tick(60)/10. 

    for event in pygame.event.get(): 
     if event.type == pygame.locals.QUIT: 
      pygame.quit() 
      raise SystemExit 

    wall_map.debug_draw(screen); 

    screen.blit(level_surf, Vector2(0, 0)) 

    if wall_map.check_col(player.dummyrect): 
     player.colliding = True 
     print "why!" 
    else: 
     player.colliding = False 

    player.update(milliseconds) 
    player.draw(screen) 

    keystate = pygame.key.get_pressed() 

    player.apply_drag() 

    if keystate[K_w]: 
     player.set_accel_y(-5) 
    elif keystate[K_s]: 
     player.set_accel_y(5) 
    elif keystate[K_a]: 
     player.set_accel_x(-5) 
    elif keystate[K_d]: 
     player.set_accel_x(5) 

    pygame.display.flip() 

Sprite类从玩家创建:

class Sprite(object): 
def __init__(self, surface = None, initial_position = (100, 100)): 
    self.surface = surface 
    self.rect = self.surface.get_rect(center = initial_position) 
    self.acceleration = Vector2(0, 0) 
    self.delta_time = None 
    self.dummyrect = self.rect 
    self.colliding = False 

def update(self, delta_time): 
    self.dummyrect = self.rect.move(self.acceleration.x * delta_time, self.acceleration.y * delta_time) 
    if not self.colliding: 
     self.rect = self.dummyrect 
    else: 
     self.dummyrect = self.rect 
    self.delta_time = delta_time 

def draw(self, screen): 
    screen.blit(self.surface, self.rect) 

def draw_to_cam(self, screen,camera): 
    screen.blit(self.surface, camera.to_camera_coords(Vector2(self.rect.x, self.rect.y))) 

def collide(self, rectangle): 
    if self.rect.x + self.rect.w > rectangle.x: 
     self.rect.x -= 1; 
    if self.rect.x < rectangle.x + rectangle.w: 
     self.rect.x += 1 
    if self.rect.y < rectangle.y + rectangle.h: 
     self.rect.y += 1; 
    if self.rect.y + self.rect.h > rectangle.y: 
     self.rect.y -= 1; 

def set_accel_x(self, new_val): 
    self.acceleration.x = new_val 

def set_accel_y(self, new_val): 
    self.acceleration.y = new_val 

def apply_drag(self, drag_mul = 1): 
    if self.acceleration.x > 0: 
     self.acceleration.x -= self.delta_time * drag_mul 
    else: 
     self.acceleration.x += self.delta_time * drag_mul 

    if self.acceleration.y > 0: 
     self.acceleration.y -= self.delta_time * drag_mul 
    else: 
     self.acceleration.y += self.delta_time * drag_mul 

    if self.acceleration.x < 0.1 or self.acceleration.x > -0.1: 
     self.acceleration.x = 0 
    if self.acceleration.x < 0.1 or self.acceleration.x > -0.1: 
     self.acceleration.x = 0 
    if self.acceleration.y < 0.1 or self.acceleration.y > -0.1: 
     self.acceleration.y = 0 
    if self.acceleration.y < 0.1 or self.acceleration.y > -0.1: 
     self.acceleration.y = 0 

def get_center(self): 
    return Vector2(self.rect.centerx, self.rect.centery) 

这些是涉及的三个主要片段,我不知道为什么每次都会返回一个碰撞,但它是s eems要这样做。如果任何人至少有答案或解释,为什么发生这种情况,请帮助兄弟出去!

+1

'类的Sprite(对象):'应当从'pygame.sprite.Sprite'导出。你的碰撞应该使用'Rect'的碰撞函数,或者'Sprite'的碰撞函数,这取决于它的rect rect,还是rect on sprite。 – ninMonkey 2013-04-09 18:36:00

回答

1

你check_col功能使用所有“或”运营商,这意味着你只要甚至只是一个条件满足碰撞返回true。这里是你的代码:

def check_col(self, rect): 
for tilerect in self.collision_list: 
    if rect.x + rect.w > tilerect.x or rect.y + rect.h > tilerect.y or rect.x < tilerect.x + tilerect.w or rect.y < tilerect.y + tilerect.h: 
     return True 
    else: 
     return False 

你需要的是更多的东西是这样的:

def check_col(self, rect): 
    for tilerect in self.collision_list: 
     if ((rect.x + rect.w > tilerect.x and rect.x <= tilerect.x + tilerect.width) or 
      (tilerect.x + tilerect.width > rect.x and tilerect.x <= rect.x + rect.width)) and 
      ((rect.y + rect.h > tilerect.y and rect.y <= tilerect.y + tilerect.height) or 
      (tilerect.y + tilerect.height > rect.y and tilerect.y <= rect.y + rect.height)) 

      return true 
     else: 
      return false 

而且,它可能是值得指出的是pygame中的矩形类有它自己的一套碰撞检测功能。要检测2个Rect之间的碰撞,可以使用rect.colliderect(Rect)。

http://www.pygame.org/docs/ref/rect.html#pygame.Rect.colliderect

+0

我知道我正在回应一对x2个月,但谢谢 – 2013-08-19 00:14:00

1

您的碰撞检查需要一些and

例如:

def check_col(self, rect): 
    for tilerect in self.collision_list: 
     collide_x = False 
     collide_y = False 
     # check x axis for collision 
     if self.rect.x + self.rect.w > tilerect.x: 
      collide_x = True 
     elif self.rect.x < tilerect.x + tilerect.w: 
      collide_x = True 
     # check y axis for collision 
     if self.rect.y < tilerect.y + tilerect.h: 
      collide_y = True 
     elif self.rect.y + self.rect.h > tilerect.y: 
      collide_y = True 
     # act on a collision on both axis 
     if collide_x and collide_y: 
      return True 
     else: 
      return False 
+0

你在测试两个矩形矩形吗? [1] http://www.pygame.org/docs/ref/rect.html#pygame.Rect.colliderect else http://www.pygame.org/docs/ref/rect.html#pygame.Rect。碰撞点 – ninMonkey 2013-04-09 01:39:51

+0

@monkey我不完全知道他想要什么与这些矩形(很确定它的网格基于在哪种情况下有更好的方法),所以我只是修改他的代码工作。 – Serdalis 2013-04-09 02:18:14

+0

你改变的功能不是他的碰撞检测功能,而是他的碰撞反应功能。执行碰撞检测的函数是TileMap类中的check_col。 – Haz 2013-04-09 17:18:26