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@sasedy

Не работает коллизия в библиотеке pygame что делать?

Короче я писал пинг-понг и дело в том что функция colliderect() засчитывает коллизию в том месте где доска стояла во время открытия окна.
import sys
import pygame
import random
import cmath
import math

WIDTH = 600
HEIGHT = 480
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

gamestart = 0
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shmup!")
clock = pygame.time.Clock()
class Player1(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 90))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.centerx = WIDTH
        self.rect.centery = HEIGHT/2
        self.speedy = 0

    def update(self):
        self.speedy = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_DOWN]:
            self.speedy = 8
        if keystate[pygame.K_UP]:
            self.speedy = -8
        self.rect.y += self.speedy
        if self.rect.top < 0:
            self.rect.top = 0
        if self.rect.bottom > HEIGHT:
            self.rect.bottom = HEIGHT
        
class Player2(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 90))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.centerx = 0
        self.rect.centery = HEIGHT/2
        self.speedy = 0
    def update(self):
        self.speedy = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_s]:
            self.speedy = 8
        if keystate[pygame.K_w]:
            self.speedy = -8
        self.rect.y += self.speedy
        if self.rect.top < 0:
            self.rect.top = 0
        if self.rect.bottom > HEIGHT:
            self.rect.bottom = HEIGHT
    
class Ball(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 20))
        self.image.fill(WHITE)
        self.rect = self.image.get_rect()
        self.rect.y = 0
        self.rect.x = 0
        self.rect.centerx = WIDTH / 2
        self.rect.centery = HEIGHT / 2
        self.speedy = 0
        self.speedx = -4
        self.speed = 4
    def update(self):
        if gamestart == 1:
            if self.rect.top < 0:
                self.speedy = self.speedy * -1
                self.rect.y += self.speedy
            if self.rect.bottom > HEIGHT:
                self.speedy = self.speedy * -1
                self.rect.y += self.speedy
            if self.rect.colliderect(Player2().rect):
                self.speedx = self.speedx * -1
                self.rect.x += self.speedx
            if self.rect.colliderect(Player1().rect):
                self.speedx = self.speedx * -1
                self.rect.x += self.speedx
            self.rect.y += self.speedy
            self.rect.x += self.speedx
all_sprites = pygame.sprite.Group()
player1 = Player1()
player2 = Player2()
ball = Ball()
all_sprites.add(player1)
all_sprites.add(player2)
all_sprites.add(ball)

running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                gamestart = 1
    all_sprites.update()
    
    screen.fill(BLACK)
    all_sprites.draw(screen)
    pygame.display.flip()

pygame.quit()

Здесь код где я переписал колизию проверкой по координатам и тут происходит тоже самое
import sys
import pygame
import random
import cmath
import math

WIDTH = 600
HEIGHT = 480
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

gamestart = 0
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shmup!")
clock = pygame.time.Clock()
class Player1(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 90))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.centerx = WIDTH
        self.rect.centery = HEIGHT/2
        self.speedy = 0

    def update(self):
        self.speedy = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_DOWN]:
            self.speedy = 8
        if keystate[pygame.K_UP]:
            self.speedy = -8
        self.rect.y += self.speedy
        if self.rect.top < 0:
            self.rect.top = 0
        if self.rect.bottom > HEIGHT:
            self.rect.bottom = HEIGHT
    def data(self,nom):
        data = [self.rect.x,self.rect.y]
        return data[nom]
        
class Player2(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 90))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.centerx = 0
        self.rect.centery = HEIGHT/2
        self.speedy = 0
    def update(self):
        self.speedy = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_s]:
            self.speedy = 8
        if keystate[pygame.K_w]:
            self.speedy = -8
        self.rect.y += self.speedy
        if self.rect.top < 0:
            self.rect.top = 0
        if self.rect.bottom > HEIGHT:
            self.rect.bottom = HEIGHT
    def data(self,nom):
        data = [rect.x,rect.y]
        return data[nom]
        
        
            
class Ball(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 20))
        self.image.fill(WHITE)
        self.rect = self.image.get_rect()
        self.rect.y = 0
        self.rect.x = 0
        self.rect.centerx = WIDTH / 2
        self.rect.centery = HEIGHT / 2
        self.speedy = 0
        self.speedx = -4
        self.speed = 4
    def update(self):
        if gamestart == 1:
            if self.rect.top < 0:
                self.speedy = self.speedy * -1
                self.rect.y += self.speedy
            if self.rect.bottom > HEIGHT:
                self.speedy = self.speedy * -1
                self.rect.y += self.speedy
            if Player1().data(0) - 20 < self.rect.x and Player1().data(1) + 90 > self.rect.y and Player1().data(1) < self.rect.y:
                self.speedx = self.speedx * -1
                self.rect.x += self.speedx
            if Player2().data(0) + 20 > self.rect.x and Player2().data(1) + 90 > self.rect.y and Player2().data(1) < self.rect.y:
                self.speedx = self.speedx * -1
                self.rect.x += self.speedx
            self.rect.y += self.speedy
            self.rect.x += self.speedx
all_sprites = pygame.sprite.Group()
player1 = Player1()
player2 = Player2()
ball = Ball()
all_sprites.add(player1)
all_sprites.add(player2)
all_sprites.add(ball)

running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                gamestart = 1
    all_sprites.update()
    
    screen.fill(BLACK)
    all_sprites.draw(screen)
    pygame.display.flip()

pygame.quit()
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