pygame5 动画精灵和碰撞检测

import sys

import pygame

pygame.init()
screen = pygame.display.set_mode([640, 480])
screen.fill([255, 255, 255])
ball = pygame.image.load("beach_ball.png")

x = 0
y = 100
speed = 50
yspeed = 50
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit(0)
    pygame.draw.rect(screen, [255, 255, 255], [x, y, 90, 90])
    x += speed
    y += yspeed
    if x + 90 > 640:
        speed = -speed
    if x < 0:
        speed = -speed
    if y + 90 > 480:
        yspeed = -yspeed
    if y < 0:
        yspeed = -yspeed
    screen.blit(ball, [x, y])
    pygame.display.flip()
    pygame.time.delay(100)

这个程序可以在整个窗口中进行小球动画的演示

现在我们将这里面的小球提取出来,将之包装成一个类,将小球的移动用一个函数move来表达,

那么这个小球首先会有变量image,就是从物理图片中加载入内存的变量,然后应该有一个大小size,还有一个位置point,这两个可以合并为rect(x, y, width, height), 还有一个表示左右移动的速度和上下移动的速度speed[x,y]

代码如下:

import pygame
class MyBall:
    def __init__(self, image_file, point, speed):
        self.image = pygame.image.load(image_file)
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = point
        self.speed = speed

移动的逻辑是:每次移动speed的距离(speed指的是向横移动x,向纵移动y)并更新rect,若到最左边或是最右边,则speed的x方向取反,若到最上边或最下边,speed的y方向取反

代码如下:

size = width, height = 640, 480

    def move(self):
        self.rect = self.rect.move(self.speed)
        if self.rect.left < 0 or self.rect.right > width:
            self.speed[0] = -self.speed[0]
        if self.rect.top < 0 or self.rect.bottom > height:
            self.speed[1] = -self.speed[1]

这样,我们就完成了球的定义和移动的逻辑

下面我们再来进行小球动画跑起来:

1)恢复背景

2)移动球并更新位置

3)在新位置上画出球

4)将球打印到屏幕上

5)延时恰当的时间

代码如下:

def run(ball):
    screen.fill([255, 255, 255])
    ball.move()
    screen.blit(ball.image, ball.rect)
    pygame.display.flip()
    pygame.time.delay(20)

然后我们将这个类运行起来

size = width, height = 640, 480
screen = pygame.display.set_mode(size)
image_file = "beach_ball.png"
ball = MyBall(image_file, width/2, height/2, [2, 2])
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT: sys.exit()

    run(ball)

需改动的代码:

def run(balls):
    screen.fill([255, 255, 255])
    for ball in balls:
        ball.move()
        screen.blit(ball.image, ball.rect)
    pygame.display.flip()
    pygame.time.delay(20)

balls = []
for row in range(3):
    for column in range(3):
        ball = MyBall(image_file, [180*row+10, 180*column+10], [2, 2])
        balls.append(ball)

动画精灵的基本属性:

1)图像

2)矩形区

让球类继承于动画精灵类,就可以使用spritecollide进行碰撞检测

class MyBall(pygame.sprite.Sprite):
    def __init__(self, image_file, point, speed):
        pygame.sprite.Sprite.__init__(self)

def run(balls):
    screen.fill([255, 255, 255])
    for ball in balls:
        ball.move()
        screen.blit(ball.image, ball.rect)

    for ball in balls:
        balls.remove(ball)
        if pygame.sprite.spritecollide(ball, balls, False):
            ball.speed[0] = -ball.speed[0]
            ball.speed[1] = -ball.speed[1]
        balls.append(ball)

    pygame.display.flip()
    pygame.time.delay(20)

说明:由于这儿的碰撞检测是检的矩形,所以看到有些没有实际碰到也发生了检测

最后附上课堂上改进后的全部代码:

import pygame, sys

class MyBall(pygame.sprite.Sprite):
    def __init__(self, point, speed):
        pygame.sprite.Sprite.__init__(self) #####
        self.image = pygame.image.load("beach_ball.png")
        self.rect = self.image.get_rect()
        self.rect.left = point[0]
        self.rect.top = point[1]
        self.speed = speed

    def move(self):
        self.rect = self.rect.move(self.speed)
        if self.rect.right > width or self.rect.left < 0:
            self.speed[0] = -self.speed[0]
        if self.rect.bottom > height or self.rect.top < 0:
            self.speed[1] = -self.speed[1]
        screen.blit(self.image, self.rect)  # 显示

    def peng(self, balls):
        balls.remove(self)
        if pygame.sprite.spritecollide(self, balls, False):
            self.speed[0] = -self.speed[0]
            self.speed[1] = -self.speed[1]
        balls.append(self)

pygame.init()
size = width,height = 640, 480
screen = pygame.display.set_mode(size)
screen.fill([255, 255, 255])
balls = []
for row in range(3):
    for col in range(3):
        speed = [2, 2]
        point = [row * 180 + 10, col * 180 + 10]
        ball = MyBall(point, speed)
        balls.append(ball)

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

    screen.fill([255, 255, 255])
    for ball in balls:
        ball.move()
    for ball in balls:
        ball.peng(balls)

    pygame.display.flip()
    pygame.time.delay(50)

Original: https://blog.csdn.net/luhouxiang/article/details/128268733
Author: 永远的麦田
Title: pygame5 动画精灵和碰撞检测

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