2017-05-05 76 views
1

是否有某些原因导致我的作品在播放功能中检测到碰撞?Collide_Rect未检测到

当我打印出碎片的位置时,他们说它们位于正确的位置,但由于某些原因,碰撞不能继续进行。

import pygame 
import os 
import random 

pygame.mixer.pre_init(44100, -16, 1, 512) 
pygame.init() 
pygame.display.init() 

font = pygame.font.SysFont("times", 20) 

black = (0,0,0) 

class Wall(pygame.sprite.Sprite): 
    def __init__(self, color, x, y, width, height): 
     pygame.sprite.Sprite.__init__(self) 
     self.image = pygame.Surface((width, height)) 
     self.image.fill(pygame.color.Color(color)) 
     self.rect = self.image.get_rect() 
     self.rect.x = x 
     self.rect.y = y 

class Player(pygame.sprite.Sprite): 
    def __init__(self, image): 
     pygame.sprite.Sprite.__init__(self) 
     self.image = pygame.image.load("coin.jpg") 
     self.image = pygame.transform.scale(self.image, (20,20)) 
     self.rect = self.image.get_rect() 

############################################################################### 
#intializeing class 

class PygameGame(object): 
    def init(self): 
     self.mode = 'home' 
     self.prevMode = 'home' 
     self.homeFunctions = {'keyPressed':self.homeKeyPressed, 
          'keyReleased':self.homeKeyReleased, 
          'mousePressed':self.homeMousePressed, 
          'mousePosition':self.homeMousePosition, 
          'redrawAll':self.homeRedrawAll, 
          'timerFired':self.homeTimerFired 
          } 
     self.pausedFunctions = {'keyPressed':self.pausedKeyPressed, 
          'keyReleased':self.pausedKeyReleased, 
          'mousePressed':self.pausedMousePressed, 
          'mousePosition':self.pausedMousePosition, 
          'redrawAll':self.pausedRedrawAll, 
          'timerFired':self.pausedTimerFired 
          } 
     self.playFunctions = {'keyPressed':self.playKeyPressed, 
          'keyReleased':self.playKeyReleased, 
          'mousePressed':self.playMousePressed, 
          'mousePosition':self.playMousePosition, 
          'mouseMotion': self.playMouseMotion, 
          'redrawAll':self.playRedrawAll, 
          'timerFired':self.playTimerFired 
          } 
     self.instructionFunctions = {'keyPressed':self.instructKeyPressed, 
            'keyReleased':self.instructKeyReleased, 
            'mousePressed':self.instructMousePressed, 
            'mousePosition':self.instructMousePosition, 
            'redrawAll':self.instructRedrawAll, 
            'timerFired':self.instructTimerFired 
            } 

     self.textSize = 20 

     self.players = pygame.sprite.Group() 
     self.walls = pygame.sprite.Group() 
     self.allSprites = pygame.sprite.Group() 

     self.player = Player("coin.jpg") 
     self.wallOne = Wall('black', self.width//4, self.height//4, 10, 20) 

     self.walls.add(self.wallOne) 
     self.players.add(self.player) 
     self.allSprites.add(self.wallOne, self.player) 


     self.collide = pygame.sprite.collide_rect(self.wallOne, self.player) 

############################################################################## 
## home 

    def homeMousePressed(self, x, y): 
     self.mode = 'play' 

    def homeMousePosition(self, x, y): 
     pass 

    def homeKeyPressed(self, keyCode): 
     pass 

    def homeKeyReleased(self, keyCode): 
     pass 

    def homeTimerFired(self, dt): 
     pass 

    def homeRedrawAll(self, screen): 
     #title 
     text = "Omega" 
     title = font.render(text, False, (0,0,0)) 
     centered = title.get_rect(center=(self.width//2, self.height//2)) 
     screen.blit(title, (centered)) 
     #how to play 
     text = "click to play" 
     title = font.render(text, False, (255,0,0)) 
     centered = title.get_rect(center=(self.width//2, self.height//2+2*self.textSize)) 
     screen.blit(title, (centered)) 


###############################################################################  
#play 

    def playMousePressed(self, x, y): 
     pass 

    def playMouseMotion(self, x, y): 
     pass 

    def playMousePosition(self, x, y): 
     pass 

    def playKeyPressed(self, keyCode): 
     print(self.collide) 
     print("playerY= ", self.player.rect.y) 
     print("playerX= ", self.player.rect.x) 
     print("WallX,Y= ", self.width//4, self.height//4) 
     print("********************************") 
     if self.collide: 
      print("made it") 
     else: 
      if keyCode == pygame.K_s: 
       self.player.rect.y += 5 
      if keyCode == pygame.K_w: 
       self.player.rect.y -= 5 
      if keyCode == pygame.K_a: 
       self.player.rect.x -= 5 
      if keyCode == pygame.K_d: 
       self.player.rect.x += 5 

    def playKeyReleased(self, keyCode): 
     pass 

    def playTimerFired(self, dt): 
     pass 

    def playRedrawAll(self, screen): 
     self.allSprites.draw(screen) 
     self.allSprites.update() 

############################################################################## 
#paused 

    def pausedMousePressed(self, x, y): 
     pass 

    def pausedMousePosition(self, x, y): 
     pass 

    def pausedKeyPressed(self, keyCode): 
     pass 

    def pausedKeyReleased(self, keyCode): 
     pass 

    def pausedTimerFired(self, dt): 
     pass 

    def pausedRedrawAll(self, screen): 
     pass 


############################################################################### 
#Instructions 

    def instructMousePressed(self, x, y): 
     pass 

    def instructMousePosition(self, x, y): 
     pass 

    def instructKeyPressed(self, keyCode): 
     pass 

    def instructKeyReleased(self, keyCode): 
     pass 

    def instructTimerFired(self, dt): 
     pass 

    def instructRedrawAll(self, screen): 
     pass   


################################################################################ 
#big stuff below 

    def isKeyPressed(self, key): 
     ''' return whether a specific key is being held ''' 
     return self._keys.get(key, False) 

    def __init__(self, width=900, height=500, fps=100, title="112 Pygame Game"): 
     self.width = 400 
     self.height = 400 
     self.fps = fps 
     self.title = title 
     self.bgColor = (255, 255, 255) 
     pygame.init() 

    def doLoop(self,func,time,screen): 
     for event in pygame.event.get(): 
      if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: 
       func['mousePressed'](*(event.pos)) 

      elif (event.type == pygame.MOUSEMOTION and 
        event.buttons == (0, 0, 0)): 
       func['mousePosition'](*(event.pos)) 

      elif event.type == pygame.KEYDOWN: 
       self._keys[event.key] = True 
       func['keyPressed'](event.key) 

      elif event.type == pygame.KEYUP: 
       self._keys[event.key] = False 
       func['keyReleased'](event.key) 

      elif event.type == pygame.QUIT: 
       self.playing = False 
     func['timerFired'](time) 
     func['redrawAll'](screen) 

################################################################## 
    def run(self): 

     clock = pygame.time.Clock() 
     screen = pygame.display.set_mode((self.width, self.height)) 
     # set the title of the window 
     pygame.display.set_caption(self.title) 

     # stores all the keys currently being held down 
     self._keys = dict() 

     # call game-specific initialization 
     self.init() 
     self.playing = True 
     while self.playing: 
      screen.fill(self.bgColor) 
      time = clock.tick(self.fps) 
      # the 'name' functions are dictionaries that hold the key, mouse and draw func for a mode 
      if self.mode == 'home': 
       self.doLoop(self.homeFunctions,time,screen) 
      elif self.mode == 'paused': 
       self.doLoop(self.pausedFunctions,time,screen) 
      elif self.mode == 'play': 
       self.doLoop(self.playFunctions,time,screen) 
      elif self.mode == 'instructions': 
       self.doLoop(self.instructionFunctions,time,screen) 
      pygame.display.update() 

     pygame.quit() 

def main(): 
    game = PygameGame() 
    game.run() 

if __name__ == '__main__': 
    main() 

回答

0

你永远不更新while循环self.collide,所以价值始终是相同的init方法,你分配给它的第一次。尝试每帧完成此操作:self.collide = pygame.sprite.collide_rect(self.wallOne, self.player)