2017-04-05 121 views
0

我如何檢查(容易)如果兩個精靈彼此靠近,就像他們之間有100像素的差異,我需要它是不是' t需要很多if。我得到的唯一的事情是做了很多,如果公司和我的遊戲(六邊形)我需要它是與沒有那麼多的如果是我如何檢查(容易)如果兩個精靈彼此靠近

def is_near(myPearl,bPearl): 
    if (abs(myPearl.rect.x - bPearl.rect.x) == 100 and abs(myPearl.rect.y -  bPearl.rect.y) == 100) or abs(myPearl.rect.y - bPearl.rect.y) == 100 or myPearl.rect.x == bPearl.rect.x: 
     return 1 # 1 means that the pearl is near it and this pearl is next to the pushed pearl 
    if abs(myPearl.rect.x - bPearl.rect.x) == 200 or abs(myPearl.rect.y - bPearl.rect.y) == 200 or myPearl.rect.x == bPearl.rect.x: 
     return 2 # 2 means that the pearl is near it and this pearl is two slots near the pushed pearl 

回答

1

我會檢查是否有精靈的中心是半徑內另一個精靈。您可以使用pg.math.Vector s和他們的distance_to方法來獲得距離,然後查看它是否小於半徑。在以下示例中,我在circle_collision函數中執行此操作,該函數作爲回調傳遞給pg.sprite.groupcollide。我需要if left != right:測試,所以精靈不會自己碰撞。

import sys 
import pygame as pg 
from pygame.math import Vector2 
from pygame.color import THECOLORS 


class Player(pg.sprite.Sprite): 

    def __init__(self, pos, *groups): 
     super().__init__(*groups) 
     self.image = pg.Surface((50, 30)) 
     self.image.fill(THECOLORS['sienna1']) 
     self.rect = self.image.get_rect(center=pos) 
     self.radius = 100 


def circle_collision(left, right): 
    if left != right: 
     distance = Vector2(left.rect.center).distance_to(right.rect.center) 
     return distance < left.radius 
    else: 
     return False 


def main(): 
    screen = pg.display.set_mode((640, 480)) 
    clock = pg.time.Clock() 

    sprite_group = pg.sprite.Group() 
    player1 = Player((100, 300), sprite_group) 
    player2 = Player((400, 300), sprite_group) 
    player3 = Player((100, 100), sprite_group) 

    done = False 

    while not done: 
     for event in pg.event.get(): 
      if event.type == pg.QUIT: 
       done = True 
      if event.type == pg.MOUSEMOTION: 
       player1.rect.center = event.pos 

     sprite_group.update() 
     collided_sprites = pg.sprite.groupcollide(
      sprite_group, sprite_group, False, False, 
      collided=circle_collision) 

     # Draw everything. 
     screen.fill(THECOLORS['lemonchiffon4']) 
     sprite_group.draw(screen) 

     for collided_sprite in collided_sprites: 
      pg.draw.circle(screen, THECOLORS['lightcyan1'], 
          collided_sprite.rect.center, 
          collided_sprite.radius, 2) 

     pg.display.flip() 
     clock.tick(30) 


if __name__ == '__main__': 
    pg.init() 
    main() 
    pg.quit() 
    sys.exit() 

你也可以給精靈一個更大的矩形,看看它是否與另一個精靈的矩形碰撞。代碼幾乎相同,但是使用pygame.rect.colliderect而不是distance < radius檢查。

import sys 
import pygame as pg 
from pygame.color import THECOLORS 


class Player(pg.sprite.Sprite): 

    def __init__(self, pos, *groups): 
     super().__init__(*groups) 
     self.image = pg.Surface((50, 30)) 
     self.image.fill(THECOLORS['sienna1']) 
     self.rect = self.image.get_rect(center=pos) 
     self.vicinity_rect = self.rect.inflate(200, 200) 
     self.vicinity_rect.center = self.rect.center 

    def update(self): 
     self.vicinity_rect.center = self.rect.center 


def vicinity_collision(left, right): 
    if left != right: 
     return left.vicinity_rect.colliderect(right.rect) 
    else: 
     return False 


def main(): 
    screen = pg.display.set_mode((640, 480)) 
    clock = pg.time.Clock() 

    sprite_group = pg.sprite.Group() 
    player1 = Player((100, 300), sprite_group) 
    player2 = Player((400, 300), sprite_group) 
    player3 = Player((100, 100), sprite_group) 

    done = False 

    while not done: 
     for event in pg.event.get(): 
      if event.type == pg.QUIT: 
       done = True 
      if event.type == pg.MOUSEMOTION: 
       player1.rect.center = event.pos 

     sprite_group.update() 
     collided_sprites = pg.sprite.groupcollide(
      sprite_group, sprite_group, False, False, 
      collided=vicinity_collision) 

     # Draw everything. 
     screen.fill(THECOLORS['lemonchiffon4']) 
     sprite_group.draw(screen) 

     for collided_sprite in collided_sprites: 
      pg.draw.rect(screen, THECOLORS['lightcyan1'], 
         collided_sprite.vicinity_rect, 2) 

     pg.display.flip() 
     clock.tick(30) 


if __name__ == '__main__': 
    pg.init() 
    main() 
    pg.quit() 
    sys.exit() 
+1

您提到的第二種方法可能會更好。 –

+1

我已經添加了較大的rect示例。 – skrx

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