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python - Pygame 中的 2D 光线转换和矩形碰撞(视线,障碍物)

转载 作者:行者123 更新时间:2023-12-04 01:14:19 29 4
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新程序员在我的腰带下使用了三个月的 Python(只有几周的 pygame)......
我正在设计一个 2-D、自上而下的游戏,并且一直在尝试设置障碍来打破 sprite LOS。我目前的尝试是让每个 Sprite 向可视范围内的每个其他 Sprite 转换一条光线,如果光线与 LOS 阻止程序的矩形碰撞,则停止,并仅将可见 Sprite 添加到列表中。
到目前为止, Sprite 总是隔着墙看到彼此。我认为这是一个迭代/缩进/太多循环问题。我尝试过 bool 类型的中断并将代码放在一个带有返回的函数中(在代码中的几个不同点),但它没有帮助——怪物总是直奔玩家直到他们撞到墙上。
图片 :X-Ray Vision
谷歌研究和试错已经几天了,但没有快乐。任何在正确方向上的解决或插入都非常感谢!
相关代码如下。
墙类
实现

    wall = GraphBoxSprite('wall', (WIDTH // 2 - 25, HEIGHT // 2 - 10), 50, 20, BLACK, False, walls, obstacles, losBlockers, allSprites)
代码
class GraphBoxSprite(pygame.sprite.Sprite):
# Creates a sprite the size and shape of supplied graph size
def __init__(self, ID, position, squareWidth, squareHeight, colour, transparent=False, *groups):
super().__init__(*groups)
self.ID = ID
self.position = position
self.image = pygame.Surface((squareWidth, squareHeight)) # Blank surface
self.rect = self.image.get_rect(topleft=position)
self.image.fill(colour)
if transparent is True:
self.image.set_colorkey(colour) # Transparent background
生物类
实现
    character = CreatureSprite('character', (WIDTH // 2, HEIGHT // 2 - 50), MEDIUM, QUICK, QUIET, BLUE_LINE, CANDLELIGHT, None, None, characters, allCreatures, allSprites)
代码
class CreatureSprite(pygame.sprite.Sprite):
# Creates a sprite to order
def __init__(self, ID, position, size, speed, noiseLevel=None, colour=GREY, lightRadius=None, infravision=None, image=None, *groups):
super().__init__(*groups)
self.image = pygame.Surface(size) # Blank surface for image
self.image.fill(WHITE)
self.image.set_colorkey(WHITE) # Transparent background
self.rect = self.image.get_rect(topleft=position)

self.ID = ID
self.size = size
self.colour = colour
self.lightRadius = lightRadius

self.losLength = 600 # view distance
self.losWidth = 150 # degrees

self.position = Vector2(position)
self.speed = int(speed / (GRID_SCALE * 10))
self.velocity = Vector2(0, 0)

self.destination = Vector2(position)
self.destinationRadius = 40
self.heading = self.destination - self.position


def update(self, walls, dungeonDressings, obstacles, losBlockers, monsters, characters, allCreatures, dungeonLights, creatureLights, allLights, allSprites):
# Draw the creature
pygame.draw.circle(self.image, self.colour, (self.size[0] // 2, self.size[1] // 2), self.size[0] // 2)
pygame.draw.line(self.image, WHITE, (self.size[0] // 2, self.size[1] // 2), (self.size[0] // 2, self.size[1] - 20), 1)


# Draw light over darkness and colour over light
if self.lightRadius:
spritePosition = (int(self.position[0]), int(self.position[1])) # syntactic sugar
pygame.draw.circle(DARKNESS, (COLOURKEY), spritePosition, self.lightRadius * GRID_SCALE)
pygame.draw.circle(LIGHTNESS, (GOLDENROD), spritePosition, self.lightRadius * GRID_SCALE)


# Movement
self.position += self.velocity # Update the position vector first
self.rect.center = self.position # Update the rect afterwards

# This vector points to the destination
self.heading = self.destination - self.position
distance = self.heading.length()

# Normalize heading for scale to desired length/speed below
if self.heading: # Cannot normalize a zero vector
self.heading.normalize_ip()

# Sprite rotation to heading
#self.image = pygame.transform.rotate(self.image, self.heading) --- won't accept Vector2, only real number ---

# Slow down when approaching destination
if distance > self.destinationRadius:
self.velocity = self.heading * self.speed
elif distance <= 15:
for sprite in allSprites:
if sprite in allCreatures or sprite in obstacles: # Creatures maintain personal space
self.velocity = Vector2(0, 0)
else:
self.velocity = self.heading * (distance / self.destinationRadius * self.speed)


# Line of Sight
targets = []
visible = []
seen = []

for target in allSprites:
if target != self:
targets.append(target.ID)
lineOfSight = target.position - self.position
lineOfSightDist = lineOfSight.length()

if lineOfSightDist < self.losLength: # Target in range
#if self.heading < self.losWidth: # Target in field of view --- need to convert to comparable format ---
x = self.position[0]
y = self.position[1]

for i in range(int(lineOfSightDist)): # Try to reach target with a cast ray
x += lineOfSight[0]
y += lineOfSight[1]

for sprite in allSprites:
if sprite.rect.collidepoint(int(round(x)), int(round(y))):
if sprite in losBlockers: # Stop ray
seen.append(sprite)
visible.append(target.ID)
break
else:
seen.append(sprite)
visible.append(target.ID)
break

print('{} sees {} out of {} in range'.format(self.ID, visible, targets))


# Creature AI
if self.ID == 'monster':
if seen:
for sprite in seen:
if sprite.ID == 'character':
self.destination = sprite.position


# When sprites collide
for sprite in allSprites:
if self.rect.colliderect(sprite):
if self in allCreatures and sprite in obstacles:
self.velocity = Vector2(0, 0)


def changeColour(self, colour):
self.colour = colour
完整代码
import os, sys, ctypes, random, math, copy, time, pickle, shelve, pprint, pygame # Inbuilt functions
import charReference, equipment # Reference material
from pygame.locals import *
from pygame.math import Vector2

pygame.init()
pygame.display.set_caption('LOOT OR DIE!')

directory = 'C:\\Users\\user\\OneDrive\\LootOrDie\\'

pygame.font.init()


# Main fonts
font = pygame.font.Font(directory + 'fonts\\Cour.ttf', 18)
fontB = pygame.font.Font(directory + 'fonts\\Courbd.ttf', 18)
fontI = pygame.font.Font(directory + 'fonts\\Couri.ttf', 18)
fontBI = pygame.font.Font(directory + 'fonts\\Courbi.ttf', 18)
smallFont = pygame.font.Font(directory + 'fonts\\Cour.ttf', 16)
smallFontB = pygame.font.Font(directory + 'fonts\\Courbd.ttf', 16)
smallFontI = pygame.font.Font(directory + 'fonts\\Couri.ttf', 16)
smallFontBI = pygame.font.Font(directory + 'fonts\\Courbi.ttf', 16)
bigFont = pygame.font.Font(directory + 'fonts\\Cour.ttf', 24)
bigFontB = pygame.font.Font(directory + 'fonts\\Courbd.ttf', 24)
bigFontI = pygame.font.Font(directory + 'fonts\\Couri.ttf', 24)
bigFontBI = pygame.font.Font(directory + 'fonts\\Courbi.ttf', 24)


# Colours
COLOURKEY = (127, 33, 33) # Transparent colour key

BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
DARKGREY = ( 64, 64, 64)
GREY = (128, 128, 128)
LIGHTGREY = (200, 200, 200)

PINK_LINE = (238, 106, 167)
RED = (179, 0, 0)
BLOOD = (138, 3, 3)
ORANGE = (255, 185, 0)

GOLD = (100, 84, 0)
GOLDENROD = (212, 175, 55)
GREEN = ( 0, 130, 0)
FOREST_GREEN = ( 11, 102, 35)

BLUE_LINE = (100, 149, 237)
BLUE_INK = ( 0, 0, 128)
DARK_BLUE = ( 0, 60, 120)



""" Define Screen """
# Prevent screen stretching
preventStretch = True
if preventStretch is True:
user32 = ctypes.windll.user32
user32.SetProcessDPIAware()


SCREEN_SIZE = WIDTH, HEIGHT = (1440, 900)
SCREEN = pygame.display.set_mode(SCREEN_SIZE, pygame.RESIZABLE) # FULLSCREEN

LEFT_MARGIN = 40
TOP_MARGIN = 26
LINE_HEIGHT = 22

COL1 = LEFT_MARGIN
COL2 = int(SCREEN.get_width() / 4 + (LEFT_MARGIN * 2))
COL3 = int(((SCREEN.get_width() / 4) + (LEFT_MARGIN * 2)) * 2)
COL4 = int(((SCREEN.get_width() / 4) + (LEFT_MARGIN * 2)) * 3)


# Timing and FPS
clock = pygame.time.Clock()
FPS = 60

# Double mouse-click half second delay
doubleClickClock = pygame.time.Clock()
DOUBLE_MOUSE_CLICK_TIME = 500



""" Define Buttons """
MENU_BUTTON_WIDTH = 150
MENU_BUTTON_HEIGHT = 30

LINE_BUTTON_WIDTH = int(SCREEN.get_width() / 4 - (LEFT_MARGIN * 2))
LINE_BUTTON_HEIGHT = LINE_HEIGHT - 2

EQUIP_BUTTON_WIDTH = int(SCREEN.get_width() / 2 - (LEFT_MARGIN * 2))
BODY_BUTTON_WIDTH = 255

# TextLine Buttons
col_1_textLines = []
col_2_textLines = []
col_3_textLines = []

lineNo = 0
for line in range(40): # The maximum number of lines per screen
line = COL1, TOP_MARGIN + LINE_HEIGHT * lineNo
col_1_textLines.append(line)
lineNo += 1

col_2_textLines = []
lineNo = 0
for line in range(40):
line = COL2, TOP_MARGIN + LINE_HEIGHT * lineNo
col_2_textLines.append(line)
lineNo += 1

col_2_textLines = []
lineNo = 0
for line in range(40):
line = COL2, TOP_MARGIN + LINE_HEIGHT * lineNo
col_2_textLines.append(line)
lineNo += 1



""" Dungeon Settings """
# Graph paper coordinates
GRID_SCALE = 5 # feet per square
SQUARE_WIDTH = 20
SQUARE_HEIGHT = 20
GRID_MARGIN = 1 # between squares

# Creature Sizes
TINY = (5, 5)
SMALL = (10, 10)
MEDIUM = (15, 15)
LARGE = (20, 20)
HUGE = (40, 40)

# Creature Speeds and Noise Levels
""" Run is * 10 """
STATIONARY = SILENT = 0
SHAMBOLIC = STEALTHY = 15
SLUGGISH = QUIET = 30
SLOW = NOISY = 60
PLODDING = LOUD = 90
QUICK = CACOPHONOUS = 120

# Light Source Radii
CANDLELIGHT = 10
SMALL_ITEMLIGHT = 10
MEDIUM_ITEMLIGHT = 15
LONG_ITEMLIGHT = 20
LANTERNLIGHT = 30
TORCHLIGHT = 40

# Cloak screen in darkness
DARKNESS = pygame.Surface(SCREEN_SIZE)
DARKNESS.set_colorkey(COLOURKEY)

# Mask for light colour
LIGHTNESS = pygame.Surface(SCREEN_SIZE)
LIGHTNESS.set_colorkey(COLOURKEY)


def dungeon():
# Window for testing
windowSize = windowWidth, windowHeight = WIDTH, HEIGHT
window = pygame.Surface(windowSize)

""" Sprite Groups """
# Dungeon
walls = pygame.sprite.Group()
dungeonDressings = pygame.sprite.Group()
obstacles = pygame.sprite.Group() # Anything that blocks movement
losBlockers = pygame.sprite.Group() # Anything that blocks line of sight (LOS)

# Creatures
characters = pygame.sprite.Group()
monsters = pygame.sprite.Group()
allCreatures = pygame.sprite.Group()

# Lights
dungeonLights = pygame.sprite.Group()
creatureLights = pygame.sprite.Group()
allLights = pygame.sprite.Group()

# Everything
allSprites = pygame.sprite.Group()


""" Sprites """
# Character sprites
character = CreatureSprite('character', (WIDTH // 2, HEIGHT // 2 - 50), MEDIUM, QUICK, QUIET, BLUE_LINE, CANDLELIGHT, None, None, characters, allCreatures, allSprites)

# Enemy sprites
for monster in range(1):
orc = CreatureSprite('monster', (WIDTH // 2, HEIGHT // 2 + 50), MEDIUM, PLODDING, NOISY, BLOOD, TORCHLIGHT, None, None, monsters, allCreatures, allSprites)

# The Wall
wall = GraphBoxSprite('wall', (WIDTH // 2 - 25, HEIGHT // 2 - 10), 50, 20, BLACK, False, walls, obstacles, losBlockers, allSprites)


selectedObject = None
destinationPoint = None


while True: # Main Loop
clock.tick(FPS) # Set framerate

# Capture mouse coordinates on screen and in window
mousePos = x, y = pygame.mouse.get_pos()
mouseWindowPos = (x - int(WIDTH / 2 - windowWidth / 2), y - int(HEIGHT / 2 - windowHeight / 2))

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

if event.type == KEYDOWN:
if event.key == K_ESCAPE:
if selectedObject:
if selectedObject in characters:
selectedObject.changeColour(BLUE_LINE)
elif selectedObject in monsters:
selectedObject.changeColour(BLOOD)
selectedObject = None
else:
quitGame()

# Set destination with mouse-click
if event.type == MOUSEBUTTONDOWN:
# Check for double click event
doubleClick = False
if doubleClickClock.tick() < DOUBLE_MOUSE_CLICK_TIME:
doubleClick = True

if event.button == 1:
if selectedObject: # Single-click to de-select sprite
if selectedObject in characters:
selectedObject.changeColour(BLUE_LINE)
elif selectedObject in monsters:
selectedObject.changeColour(BLOOD)
selectedObject = None

elif not selectedObject: # Single-click to select new sprite
for sprite in allCreatures:
if sprite.rect.collidepoint(mouseWindowPos):
selectedObject = sprite
selectedObject.changeColour(GOLDENROD)

elif event.button == 3:
if selectedObject: # Send selected sprite to destination
selectedObject.destination = mouseWindowPos


# Arrange dark and light sources
DARKNESS.fill(0)
LIGHTNESS.fill(COLOURKEY)

# Draw squares on coloured background to mimic graph paper
window.fill(BLUE_LINE)
for column in range(SQUARE_WIDTH + GRID_MARGIN, windowWidth, SQUARE_WIDTH + GRID_MARGIN):
for row in range(SQUARE_HEIGHT + GRID_MARGIN, windowHeight, SQUARE_HEIGHT + GRID_MARGIN):
pygame.draw.rect(window, WHITE, [column, row, SQUARE_WIDTH, SQUARE_HEIGHT])

# Update Sprites
allSprites.update(window, walls, dungeonDressings, obstacles, losBlockers, monsters, characters, allCreatures, dungeonLights, creatureLights, allLights, allSprites)

# Draw items
walls.draw(window)
allCreatures.draw(window)

# Draw screen overlaid with darkness overlaid by lit areas
SCREEN.blit(window, (WIDTH // 2 - windowWidth // 2, HEIGHT // 2 - windowHeight // 2))

# Make LIGHTNESS surface partially transparent
LIGHTNESS.set_alpha(75)
SCREEN.blit(LIGHTNESS, (0, 0))
SCREEN.blit(DARKNESS, (0, 0))
pygame.display.update()



class GraphBoxSprite(pygame.sprite.Sprite):
# Creates a sprite the size and shape of supplied graph size
def __init__(self, ID, position, squareWidth, squareHeight, colour, transparent=False, *groups):
super().__init__(*groups)
self.ID = ID
self.position = position
self.image = pygame.Surface((squareWidth, squareHeight)) # Blank surface
self.rect = self.image.get_rect(topleft=position)
self.image.fill(colour)
if transparent is True:
self.image.set_colorkey(colour) # Transparent background



class CreatureSprite(pygame.sprite.Sprite):
# Creates a sprite to order
def __init__(self, ID, position, size, speed, noiseLevel=None, colour=GREY, lightRadius=None, infravision=None, image=None, *groups):
super().__init__(*groups)
self.image = pygame.Surface(size) # Blank surface for image
self.image.fill(WHITE)
self.image.set_colorkey(WHITE) # Transparent background
self.rect = self.image.get_rect(topleft=position)

self.ID = ID
self.size = size
self.colour = colour
self.lightRadius = lightRadius

self.losLength = 600 # view distance
self.losWidth = 150 # degrees

self.position = Vector2(position)
self.speed = int(speed / (GRID_SCALE * 10))
self.velocity = Vector2(0, 0)

self.destination = Vector2(position)
self.destinationRadius = 40
self.heading = self.destination - self.position


def update(self, walls, dungeonDressings, obstacles, losBlockers, monsters, characters, allCreatures, dungeonLights, creatureLights, allLights, allSprites):
# Draw the creature
pygame.draw.circle(self.image, self.colour, (self.size[0] // 2, self.size[1] // 2), self.size[0] // 2)
pygame.draw.line(self.image, WHITE, (self.size[0] // 2, self.size[1] // 2), (self.size[0] // 2, self.size[1] - 20), 1)


# Draw light over darkness and colour over light
if self.lightRadius:
spritePosition = (int(self.position[0]), int(self.position[1])) # syntactic sugar
pygame.draw.circle(DARKNESS, (COLOURKEY), spritePosition, self.lightRadius * GRID_SCALE)
pygame.draw.circle(LIGHTNESS, (GOLDENROD), spritePosition, self.lightRadius * GRID_SCALE)


# Movement
self.position += self.velocity # Update the position vector first
self.rect.center = self.position # Update the rect afterwards

# This vector points to the destination
self.heading = self.destination - self.position
distance = self.heading.length()

# Normalize heading for scale to desired length/speed below
if self.heading: # Cannot normalize a zero vector
self.heading.normalize_ip()

# Sprite rotation to heading
#self.image = pygame.transform.rotate(self.image, self.heading) --- won't accept Vector2, only real number ---

# Slow down when approaching destination
if distance > self.destinationRadius:
self.velocity = self.heading * self.speed
elif distance <= 15:
for sprite in allSprites:
if sprite in allCreatures or sprite in obstacles: # Creatures maintain personal space
self.velocity = Vector2(0, 0)
else:
self.velocity = self.heading * (distance / self.destinationRadius * self.speed)


# Line of Sight
targets = []
visible = []
seen = []

for target in allSprites:
if target != self:
targets.append(target.ID)
lineOfSight = target.position - self.position
lineOfSightDist = lineOfSight.length()

if lineOfSightDist < self.losLength: # Target in range
#if self.heading < self.losWidth: # Target in field of view --- need to convert to comparable format ---
x = self.position[0]
y = self.position[1]

for i in range(int(lineOfSightDist)): # Try to reach target with a cast ray
x += lineOfSight[0]
y += lineOfSight[1]

for sprite in allSprites:
if sprite.rect.collidepoint(int(round(x)), int(round(y))):
if sprite in losBlockers: # Stop ray
seen.append(sprite)
visible.append(target.ID)
break
else:
seen.append(sprite)
visible.append(target.ID)
break

print('{} sees {} out of {} in range'.format(self.ID, visible, targets))


# Creature AI
if self.ID == 'monster':
if seen:
for sprite in seen:
if sprite.ID == 'character':
self.destination = sprite.position


# When sprites collide
for sprite in allSprites:
if self.rect.colliderect(sprite):
if self in allCreatures and sprite in obstacles:
self.velocity = Vector2(0, 0)


def changeColour(self, colour):
self.colour = colour



def quitGame():
pygame.quit()
sys.exit()



def waitForKeyPress():
# Pause program until a key is pressed
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()

if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
return



""" Start Game """
if __name__ == '__main__':
dungeon()

最佳答案

我无法仅从静态代码的一部分中看出为什么您的程序不起作用,似乎应该如此。
但是,我可以提供我自己的解决方案:
对于每个 NPC/对手:

  • 计算每个 NPC 之间的线和播放器。这里我们只使用 Sprite 矩形的中心,因为它很容易。如果您愿意,可以将其视为“射线”。
  • 确定是否有任何 Wall/Blocker 对象位于这条线/射线上。
  • 如果是这样,视线被破坏了,我们可以停止检查。


  • 所以视线就是简单的(Player-x, Player-y)到(NPC-x, NPC-y),定义一条线。
    每个 Wall 对象都是四条线(形成一个矩形),因此我们检查 Player-NPC 线与每条矩形边线的交点。这简化了对一些没有三角函数或平方根的线性几何的检查。也没有必要沿着视线“走”来检查遮挡,一旦在线上发现任何东西,NPC 就看不到玩家。
    注意:根据设计,我们不会检查 NPC 是否遮挡了其他 NPC 的视野。
    line_of_sight demo
    引用代码:
    import pygame
    import random

    WINDOW_WIDTH = 800
    WINDOW_HEIGHT= 600
    SURFACE = pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE

    #define colour
    WHITE = ( 200, 200, 200)
    GREY = ( 50, 50, 50)
    BLACK = (0,0,0)
    RED = ( 200, 0, 0 )
    GREEN = (0,255,0)
    TAN = (240,171,15)
    YELLOW= (255,255,0)


    def lineRectIntersectionPoints( line, rect ):
    """ Get the list of points where the line and rect
    intersect, The result may be zero, one or two points.

    BUG: This function fails when the line and the side
    of the rectangle overlap """

    def linesAreParallel( x1,y1, x2,y2, x3,y3, x4,y4 ):
    """ Return True if the given lines (x1,y1)-(x2,y2) and
    (x3,y3)-(x4,y4) are parallel """
    return (((x1-x2)*(y3-y4)) - ((y1-y2)*(x3-x4)) == 0)

    def intersectionPoint( x1,y1, x2,y2, x3,y3, x4,y4 ):
    """ Return the point where the lines through (x1,y1)-(x2,y2)
    and (x3,y3)-(x4,y4) cross. This may not be on-screen """
    #Use determinant method, as per
    #Ref: https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection
    Px = ((((x1*y2)-(y1*x2))*(x3 - x4)) - ((x1-x2)*((x3*y4)-(y3*x4)))) / (((x1-x2)*(y3-y4)) - ((y1-y2)*(x3-x4)))
    Py = ((((x1*y2)-(y1*x2))*(y3 - y4)) - ((y1-y2)*((x3*y4)-(y3*x4)))) / (((x1-x2)*(y3-y4)) - ((y1-y2)*(x3-x4)))
    return Px,Py

    ### Begin the intersection tests
    result = []
    line_x1, line_y1, line_x2, line_y2 = line # split into components
    pos_x, pos_y, width, height = rect

    ### Convert the rectangle into 4 lines
    rect_lines = [ ( pos_x, pos_y, pos_x+width, pos_y ), ( pos_x, pos_y+height, pos_x+width, pos_y+height ), # top & bottom
    ( pos_x, pos_y, pos_x, pos_y+height ), ( pos_x+width, pos_y, pos_x+width, pos_y+height ) ] # left & right

    ### intersect each rect-side with the line
    for r in rect_lines:
    rx1,ry1,rx2,ry2 = r
    if ( not linesAreParallel( line_x1,line_y1, line_x2,line_y2, rx1,ry1, rx2,ry2 ) ): # not parallel
    pX, pY = intersectionPoint( line_x1,line_y1, line_x2,line_y2, rx1,ry1, rx2,ry2 ) # so intersecting somewhere
    pX = round( pX )
    pY = round( pY )
    # Lines intersect, but is on the rectangle, and between the line end-points?
    if ( rect.collidepoint( pX, pY ) and
    pX >= min( line_x1, line_x2 ) and pX <= max( line_x1, line_x2 ) and
    pY >= min( line_y1, line_y2 ) and pY <= max( line_y1, line_y2 ) ):
    pygame.draw.circle( window, WHITE, ( pX, pY ), 4 )
    result.append( ( pX, pY ) ) # keep it
    if ( len( result ) == 2 ):
    break # Once we've found 2 intersection points, that's it
    return result



    class Wall( pygame.sprite.Sprite):
    """ Rectangular objects that blocks line-of-sight """
    def __init__( self, x, y, width, height ):
    pygame.sprite.Sprite.__init__( self )
    self.image = pygame.Surface( ( width, height ) )
    self.rect = self.image.get_rect();
    self.rect.topleft = ( x, y )
    self.image.fill( TAN )

    def getRect( self ):
    return self.rect


    class Being( pygame.sprite.Sprite):
    """ Some kind of creature with miraculous 360 degree vision """
    def __init__( self, x, y, colour=YELLOW, size=48 ):
    pygame.sprite.Sprite.__init__( self )
    self.colour= colour
    self.image = pygame.Surface( ( size, size ), pygame.SRCALPHA )
    self.rect = self.image.get_rect();
    self.rect.center = ( x, y )
    self.size = size
    self.seen = False
    self.update()

    def update( self ):
    """ If we've been seen, go red with embrassment """
    if ( self.seen ):
    colour = RED
    else:
    colour = self.colour
    pygame.draw.circle( self.image, colour, ( self.size//2, self.size//2 ), self.size//2 )

    def setSeen( self, seen=True ):
    self.seen = seen

    def getCentre( self ):
    return self.rect.center

    def getRect( self ):
    return self.rect




    ### initialisation
    pygame.init()
    pygame.mixer.init()
    window = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ), SURFACE )
    pygame.display.set_caption("Line of Sight")

    # Occluders
    wall_sprites = pygame.sprite.Group()
    central_block = Wall( WINDOW_WIDTH//3, WINDOW_HEIGHT//2, WINDOW_WIDTH//3, 20 ) # top middle (random)
    wall_sprites.add( central_block )

    # NPCs
    npc_sprites = pygame.sprite.Group()
    for i in range( 3 ):
    npc_sprites.add( Being( random.randint( 50, WINDOW_WIDTH-50 ), 50, GREEN ) )

    # Player
    player_sprite = pygame.sprite.GroupSingle()
    player = Being( WINDOW_WIDTH//2, 3*WINDOW_HEIGHT//4 ) # bottom middle
    player_sprite.add ( player )


    ### Main Loop
    clock = pygame.time.Clock()
    done = False
    while not done:

    # Handle user-input
    for event in pygame.event.get():
    if ( event.type == pygame.QUIT ):
    done = True
    elif ( event.type == pygame.MOUSEBUTTONUP ):
    # On mouse-click
    pass

    # Movement keys
    keys = pygame.key.get_pressed()
    if ( keys[pygame.K_LEFT] ):
    player.rect.x -= 1
    if ( keys[pygame.K_RIGHT] ):
    player.rect.x += 1
    if ( keys[pygame.K_UP] ):
    player.rect.y -= 1
    if ( keys[pygame.K_DOWN] ):
    player.rect.y += 1


    # Update the window, but not more than 60fps
    window.fill( BLACK )

    # Check to see if the Player can see any NPCs
    player_centre = player.getCentre()
    for npc in npc_sprites:
    npc_centre = npc.getCentre()
    # Does the line <player> to <npc> intersect any obstacles?
    line_of_sight = [ player_centre[0], player_centre[1], npc_centre[0], npc_centre[1] ]
    found = True
    for wall in wall_sprites:
    # is anyting blocking the line-of-sight?
    intersection_points = lineRectIntersectionPoints( line_of_sight, wall.getRect() )
    if ( len( intersection_points ) > 0 ):
    found = False
    break # seen already
    # Highlight anyone found
    npc.setSeen( found )
    if ( found ):
    pygame.draw.line( window, WHITE, player_centre, npc_centre )
    else:
    pygame.draw.line( window, GREY, player_centre, npc_centre )

    # draw the sprites
    wall_sprites.draw( window )
    npc_sprites.update()
    npc_sprites.draw( window )
    player_sprite.draw( window )

    pygame.display.flip()
    clock.tick_busy_loop(60)


    pygame.quit()

    关于python - Pygame 中的 2D 光线转换和矩形碰撞(视线,障碍物),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63838657/

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