Pygame浅析动画精灵和碰撞检测实现方法
作者:永远的麦田
这篇文章主要介绍了利用pygame完成动画精灵和碰撞检测,代码详细,内容丰富,对于想要学习pygame的朋友来讲是一个不错的练习,需要的朋友可以参考下
1、复习上节课做的一个简单的动画:
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
2、将之整理成用类来抽象出球及相应运动
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)
3、利用前面抽象出来对象同时动画9个小球:
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)
4利用动画精灵类进行碰撞检测:
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)
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