2017-06-01 23 views
1

我想在pygame中創建一個平臺,我碰到過一個問題。我可以很容易地做出矩形和正方形的碰撞,但我無法做到直角三角形。是否有可能使用pygame做到這一點?我曾想過只是刪除其中一個角落,但我不知道如何做到這一點,並且無法在任何地方找到任何有用的信息。一個人建議使用較小的矩形碰撞來使三角形碰撞,但是這並沒有產生期望的效果。下面的代碼是由別人做,但它基本上是和我一樣,唯一的區別是我有動畫等我在跳物理等我該如何與pygame做三角形碰撞?

#! /usr/bin/python 

import pygame 
from pygame import * 

WIN_WIDTH = 800 
WIN_HEIGHT = 640 
HALF_WIDTH = int(WIN_WIDTH/2) 
HALF_HEIGHT = int(WIN_HEIGHT/2) 

DISPLAY = (WIN_WIDTH, WIN_HEIGHT) 
DEPTH = 32 
FLAGS = 0 
CAMERA_SLACK = 30 

def main(): 
    global cameraX, cameraY 
    pygame.init() 
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH) 
    pygame.display.set_caption("Use arrows to move!") 
    timer = pygame.time.Clock() 

    up = down = left = right = running = False 
    bg = Surface((32,72)) 
    bg.convert() 
    bg.fill(Color("#000000")) 
    entities = pygame.sprite.Group() 
    player = Player(32, 32) 
    platforms = [] 

    x = y = 0 
    level = [ 
     "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP", 
     "P           P", 
     "P           P", 
     "P           P", 
     "P     PPPPPPPPPPP   P", 
     "P           P", 
     "P           P", 
     "P           P", 
     "P PPPPPPPP        P", 
     "P           P", 
     "P       PPPPPPP   P", 
     "P     PPPPPP     P", 
     "P           P", 
     "P   PPPPPPP       P", 
     "P           P", 
     "P      PPPPPP    P", 
     "P           P", 
     "P PPPPPPPPPPP       P", 
     "P           P", 
     "P     PPPPPPPPPPP    P", 
     "P           P", 
     "P           P", 
     "P           P", 
     "P           P", 
     "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",] 
    # build the level 
    for row in level: 
     for col in row: 
      if col == "P": 
       p = Platform(x, y) 
       platforms.append(p) 
       entities.add(p) 
      if col == "E": 
       e = ExitBlock(x, y) 
       platforms.append(e) 
       entities.add(e) 
      x += 32 
     y += 32 
     x = 0 

    total_level_width = len(level[0])*32 
    total_level_height = len(level)*32 
    camera = Camera(complex_camera, total_level_width, total_level_height) 
    entities.add(player) 

    while 1: 
     timer.tick(60) 

     for e in pygame.event.get(): 
      if e.type == QUIT: raise SystemExit, "QUIT" 
      if e.type == KEYDOWN and e.key == K_ESCAPE: 
       raise SystemExit, "ESCAPE" 
      if e.type == KEYDOWN and e.key == K_UP: 
       up = True 
      if e.type == KEYDOWN and e.key == K_DOWN: 
       down = True 
      if e.type == KEYDOWN and e.key == K_LEFT: 
       left = True 
      if e.type == KEYDOWN and e.key == K_RIGHT: 
       right = True 
      if e.type == KEYDOWN and e.key == K_SPACE: 
       running = True 

      if e.type == KEYUP and e.key == K_UP: 
       up = False 
      if e.type == KEYUP and e.key == K_DOWN: 
       down = False 
      if e.type == KEYUP and e.key == K_RIGHT: 
       right = False 
      if e.type == KEYUP and e.key == K_LEFT: 
       left = False 

     # draw background 
     for y in range(32): 
      for x in range(32): 
       screen.blit(bg, (x * 32, y * 32)) 

     camera.update(player) 

     # update player, draw everything else 
     player.update(up, down, left, right, running, platforms) 
     for e in entities: 
      screen.blit(e.image, camera.apply(e)) 

     pygame.display.update() 

class Camera(object): 
    def __init__(self, camera_func, width, height): 
     self.camera_func = camera_func 
     self.state = Rect(0, 0, width, height) 

    def apply(self, target): 
     return target.rect.move(self.state.topleft) 

    def update(self, target): 
     self.state = self.camera_func(self.state, target.rect) 

def simple_camera(camera, target_rect): 
    l, t, _, _ = target_rect 
    _, _, w, h = camera 
    return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h) 

def complex_camera(camera, target_rect): 
    l, t, _, _ = target_rect 
    _, _, w, h = camera 
    l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h 

    l = min(0, l)       # stop scrolling at the left edge 
    l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling at the right edge 
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom 
    t = min(0, t)       # stop scrolling at the top 
    return Rect(l, t, w, h) 

class Entity(pygame.sprite.Sprite): 
    def __init__(self): 
     pygame.sprite.Sprite.__init__(self) 

class Player(Entity): 
    def __init__(self, x, y): 
     Entity.__init__(self) 
     self.xvel = 0 
     self.yvel = 0 
     self.onGround = False 
     self.image = Surface((32,72)) 
     self.image.fill(Color("#0000FF")) 
     self.image.convert() 
     self.rect = Rect(x, y, 32, 72) 

    def update(self, up, down, left, right, running, platforms): 
     if up: 
      # only jump if on the ground 
      if self.onGround: self.yvel -= 10 
     if down: 
      pass 
     if running: 
      self.xvel = 12 
     if left: 
      self.xvel = -8 
     if right: 
      self.xvel = 8 
     if not self.onGround: 
      # only accelerate with gravity if in the air 
      self.yvel += 0.3 
      # max falling speed 
      if self.yvel > 100: self.yvel = 100 
     if not(left or right): 
      self.xvel = 0 
     # increment in x direction 
     self.rect.left += self.xvel 
     # do x-axis collisions 
     self.collide(self.xvel, 0, platforms) 
     # increment in y direction 
     self.rect.top += self.yvel 
     # assuming we're in the air 
     self.onGround = False; 
     # do y-axis collisions 
     self.collide(0, self.yvel, platforms) 

    def collide(self, xvel, yvel, platforms): 
     for p in platforms: 
      if pygame.sprite.collide_rect(self, p): 
       if isinstance(p, ExitBlock): 
        pygame.event.post(pygame.event.Event(QUIT)) 
       if xvel > 0: 
        self.rect.right = p.rect.left 
        print "collide right" 
       if xvel < 0: 
        self.rect.left = p.rect.right 
        print "collide left" 
       if yvel > 0: 
        self.rect.bottom = p.rect.top 
        self.onGround = True 
        self.yvel = 0 
       if yvel < 0: 
        self.rect.top = p.rect.bottom 


class Platform(Entity): 
    def __init__(self, x, y): 
     Entity.__init__(self) 
     self.image = Surface((32, 32)) 
     self.image.convert() 
     self.image.fill(Color("#DDDDDD")) 
     self.rect = Rect(x, y, 32, 32) 

    def update(self): 
     pass 

class ExitBlock(Platform): 
    def __init__(self, x, y): 
     Platform.__init__(self, x, y) 
     self.image.fill(Color("#0033FF")) 

if __name__ == "__main__": 
    main() 
+1

[檢測二維空間中三角形碰撞]可能的重複(https://stackoverflow.com/questions/2778240/detection-of-triangle-collision-in-2d-space) –

+0

這個問題並沒有真正的很多關於pygame的事情。僅僅因爲pygame缺少三角形碰撞檢測的內置函數並不意味着你不能自己編寫碰撞檢測。 –

+0

好的。我將如何去做與我使用的代碼? – 1234USSR4321

回答

0

這是不可能改變一些數字用pygame模塊方法實現三角形碰撞。但搜索關於Pylygon模塊。