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python - Pygame - 碰撞蒙版

转载 作者:行者123 更新时间:2023-12-01 01:37:13 25 4
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我相信我没有根据屏幕中的图像位置正确更新蒙版位置。我不明白为什么,因为在更新图像 x 和 y 坐标后,我重新绘制蒙版以匹配它们的位置。我相信即使在绘制蒙版之后它也不会发生冲突,因为蒙版没有更新以匹配图像的坐标。这就是这里发生的事情吗?最小代码如下:

import pygame
import random

pygame.init()

black = (0, 0, 0)
height = 600
width = 800
screen = pygame.display.set_mode((width, height))
white = (255, 255, 255)
FPS = 60
clock = pygame.time.Clock()

class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((40, 50))
self.image.fill(black)
self.rect = self.image.get_rect()
self.rect.x = 0 + self.rect.x
self.rect.y = height - self.rect.height
self.lead_x_change = 0
self.lead_y_change = 0
self.speed = 5
self.health = 100
self.mask = pygame.mask.from_surface(self.image)

def move_x(self):

self.rect.x += self.lead_x_change
self.mask = pygame.mask.from_surface(self.image)

def move_y(self):

self.rect.y += self.lead_y_change
self.mask = pygame.mask.from_surface(self.image)

def move_xd_change(self):
self.lead_x_change += self.speed

def move_xa_change(self):
self.lead_x_change += -self.speed

def move_yu_change(self):
self.lead_y_change += -self.speed

def move_yd_change(self):
self.lead_y_change += self.speed

def stop_x_change(self):
self.lead_x_change = 0

def stop_y_change(self):
self.lead_y_change = 0

class Apple(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((40, 50))
self.image.fill(black)
self.rect = self.image.get_rect()
self.rect.x = random.randint(100, 700)
self.rect.y = random.randint(100, 500)
self.mask = pygame.mask.from_surface(self.image)



apple = Apple()
player = Player()

all_sprites = pygame.sprite.Group()
all_sprites.add(player, apple)
gameExit = False

while not gameExit:

screen.fill(white)

for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:

player.move_yu_change()

if event.key == pygame.K_s:

player.move_yd_change()

if event.key == pygame.K_d:

player.move_xd_change()

if event.key == pygame.K_a:

player.move_xa_change()

if event.type == pygame.KEYUP:
if event.key == pygame.K_w or event.key == pygame.K_s:

player.stop_y_change()

if event.key == pygame.K_d or event.key == pygame.K_a:

player.stop_x_change()

player.move_x()
player.move_y()
all_sprites.draw(screen)

hit = pygame.sprite.collide_mask(player, apple)
if hit:
apple.rect.x = random.randint((100, 700))
apple.rect.y = random.randint((100, 500))
apple.mask = pygame.mask.from_surface(apple.image)

pygame.display.flip()
clock.tick(FPS)

pygame.quit()
quit()

最佳答案

pygame.mask.from_surface 仅当表面具有 Alpha channel 时才有效。将 pygame.SRCALPHA 作为 flags(第二个)参数传递给 pygame.Surface

self.image = pygame.Surface((40, 50), pygame.SRCALPHA)

或调用convert_alpha

self.image = pygame.Surface((40, 50)).convert_alpha()

或调用set_colorkey

self.image.set_colorkey((0, 0, 0))
<小时/>

顺便说一句,没有理由在 move_xmove_y 方法中创建新的掩码。仅当您修改 self.image 表面时才需要执行此操作。最好提前创建蒙版,并在需要另一个蒙版时切换它们,这样对性能会更好。

关于python - Pygame - 碰撞蒙版,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52284692/

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