如何解决Hitboxes 仅从一侧 pygame 缩放
我正在制作一个平台 用pygame玩游戏
所以我使用
创建精灵self.rect = self.image.get_rect()
然后使用
self.rect.inflate(-40,-20)
但这似乎只改变了右侧的热盒,我认为底部(因为 x,y 从精灵的左上角开始)
所以现在我的敌人精灵的热盒在左侧很好,但在左侧仍然不成比例
我听说有一种方法可以让碰撞箱从精灵的中心开始,我该怎么做?
如果不是我应该如何修复热盒
提前致谢,
编辑:这是我的精灵代码
#ENEMY SPRITE class
class Enemy(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('img/blob.png')
self.image = pygame.transform.scale(self.image,(65,35))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.move_direction = 1
self.move_counter = 0
def update(self): #update enemy (movement)
self.rect.x += self.move_direction
self.move_counter += 1
if abs(self.move_counter) > 50:
self.move_direction *= -1
self.move_counter *= -1
完整代码
#import modules
import pygame
from pygame.locals import *
from pygame import mixer
import pickle
from os import path
#initiliaze pygamee
pygame.mixer.pre_init(44100,-16,2,512) #volume control
mixer.init()
pygame.init()
#fps
clock = pygame.time.Clock()
font = pygame.font.SysFont('Bauhaus 93',70)
font_score = pygame.font.SysFont('Bauhaus 93',30)
#screen creation/global variables
screen_width = 800
screen_height = 800
tile_size = 40
fps = 60
game_over = 0
main_menu = True
level = 1
max_levels = 7
score = 0
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Crashlandingv6')
#color
white = (255,255,255)
red = (255,15,15)
blue = (0,200)
#load images
bg_img = pygame.image.load('img/background.jpg')
bg_img = pygame.transform.scale(bg_img,(1000,1000))
earth_img = pygame.image.load('img/earth.png')
earth_img = pygame.transform.scale(earth_img,(100,100))
rect = bg_img.get_rect()
restart_img = pygame.image.load('img/restart_btn.png')
start_img = pygame.image.load('img/start_btn.png')
exit_img = pygame.image.load('img/exit_btn.png')
#Load sounds
pygame.mixer.music.load('img/music.wav')
pygame.mixer.music.play(-1,0.0,15000)
coin_fx = pygame.mixer.sound('img/coin.wav')
coin_fx.set_volume(0.4)
jump_fx = pygame.mixer.sound('img/jump.wav')
jump_fx.set_volume(0.4)
game_over_fx = pygame.mixer.sound('img/gameover.wav')
game_over_fx.set_volume(0.5)
def draw_text(text,font,text_col,y):
img = font.render(text,True,text_col)
screen.blit(img,(x,y))
#function to reset level
def reset_level(level):
player.reset(100,screen_height - 130)
blob_group.empty()
lava_group.empty()
exit_group.empty()
if path.exists(f'level{level}_data'):
pickle_in = open(f'level{level}_data','rb')
world_data = pickle.load(pickle_in)
world = World(world_data)
return world
#create button class
class Button():
def __init__(self,y,image):
self.image = image
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.clicked = False
def draw(self):
action = False
pos = pygame.mouse.get_pos()
#check for button collision (if button was clicked {action}
if self.rect.collidepoint(pos):
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
action = True
self.clicked = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
#draw button to screen
screen.blit(self.image,self.rect)
return action
#class for player
class Player():
def __init__(self,y):
self.reset(x,y)
def update(self,game_over):
dx = 0 #delta x
dy = 0 #delta y
walk_cooldown = 4 #speed
if game_over == 0: #if game is running gameover = 0 if game is over gameover = -1
#get keypresses (controls)
key = pygame.key.get_pressed()
if key[pygame.K_SPACE] and self.jumped == False:
jump_fx.play()
self.vel_y = -15
self.jumped = True
if key[pygame.K_LEFT]:
dx -= 5
self.counter += 1
self.direction = -1
if key[pygame.K_RIGHT]:
dx += 5
self.counter += 1
self.direction = 1
if key[pygame.K_LEFT] == False and key[pygame.K_RIGHT] == False:
self.counter = 0
self.index = 0
if self.direction == 1:
self.image = self.images_right[self.index]
if self.direction == -1:
self.image = self.images_left[self.index]
#TO DO < insert here !!
# add idle player animation if all buttons are false set player to idle
# players animation
if self.counter > walk_cooldown:
self.counter = 0
self.index += 1
if self.index >= len(self.images_right):
self.index = 0
if self.direction == 1:
self.image = self.images_right[self.index]
if self.direction == -1:
self.image = self.images_left[self.index]
#add gravity
self.vel_y += 1
if self.vel_y > 10:
self.vel_y = 10
dy += self.vel_y
#check for collision
for tile in world.tile_list:
#x direction collision
if tile[1].colliderect(self.rect.x + dx,self.rect.y,self.width,self.height):
dx=0
#y direction collision
if tile[1].colliderect(self.rect.x,self.rect.y + dy,self.height):
#check if below ground (jumping)
if self.vel_y <0:
dy = tile[1].bottom - self.rect.top
self.vel_y = 0
#check if above ground(falling)
elif self.vel_y >= 0:
dy = tile[1].top - self.rect.bottom
self.jumped = False
#check for collision with enemies
if pygame.sprite.spritecollide(self,blob_group,False):
game_over = -1
game_over_fx.play()
#check for collision with lava
if pygame.sprite.spritecollide(self,lava_group,False):
game_over = -1
# check for collision with lava
if pygame.sprite.spritecollide(self,exit_group,False):
game_over = 1
#if gameover (recall gameover = -1 gamerunning = 0)
elif game_over == -1:
self.image = self.dead_image
draw_text('GAME OVER!',red,(screen_width //2) - 200,screen_height //2)
if self.rect.y > 200:
self.rect.y -= 5
#update player coordinates
self.rect.x += dx
self.rect.y += dy
#draw player onto screen
screen.blit(self.image,self.rect)
#for rect outlines uncomment #pygame.draw.rect(screen,(255,255),self.rect,2)
return game_over
def reset(self,y): #Player class under reset button,when player class is created info gets called from reset for efficiency purposes (instead of typing out twice)
self.images_right = []
self.images_left = []
self.index = 0
self.counter = 0
for num in range(1,7):
img_right = pygame.image.load(f'img/guy{num}.png')
img_right = pygame.transform.scale(img_right,(40,80))
img_left = pygame.transform.flip(img_right,False) # flips right image on the x axis {true} and not y axis {false}
self.images_right.append(img_right)
self.images_left.append(img_left)
self.dead_image = pygame.image.load('img/ghost.png')
self.image = self.images_right[self.index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.width = self.image.get_width()
self.height = self.image.get_height()
self.vel_y = 0
self.jumped = False
self.direction = 0
#class for tiles
class World():
def __init__(self,data):
self.tile_list = []
#load images
dirt_img = pygame.image.load('img/dirt.png')
moonrock_img = pygame.image.load('img/moonrock.png')
#game map
row_count = 0
for row in data:
col_count = 0
for tile in row:
if tile == 1: #replace with dirt
img = pygame.transform.scale(dirt_img,(tile_size,tile_size))
img_rect = img.get_rect()
img_rect.x = col_count * tile_size
img_rect.y = row_count * tile_size
tile = (img,img_rect)
self.tile_list.append(tile)
if tile == 2: #replace with moonrock
img = pygame.transform.scale(moonrock_img,img_rect)
self.tile_list.append(tile)
if tile == 3: #replace with alien
blob = Enemy(col_count * tile_size,row_count * tile_size + 10)
blob_group.add(blob)
if tile == 6: #replace with acid
lava = Lava(col_count * tile_size,row_count * tile_size+(tile_size //2))
lava_group.add(lava)
if tile == 7:
coin = Coin(col_count * tile_size + (tile_size //2),row_count * tile_size + (tile_size // 2))
coin_group.add(coin)
if tile == 8:
exit = Exit(col_count * tile_size,row_count * tile_size - (tile_size//2))
exit_group.add(exit)
col_count += 1
row_count += 1
def draw(self): #draws tiles to screen
for tile in self.tile_list:
screen.blit(tile[0],tile[1])
#for rectangle outlines uncomment #pygame.draw.rect(screen,tile[1],1)
def hitBox_from_image(surf):
image_mask = pygame.mask.from_surface(surf)
rect_list = image_mask.get_bounding_rects()
return rect_list[0].unionall(rect_list)
#ENEMY SPRITE class
class Enemy(pygame.sprite.Sprite):
def __init__(self,35))
self.rect = hitBox_from_image(self.image)
self.rect.x = x
self.rect.y = y
self.move_direction = 1
self.move_counter = 0
def update(self): #update enemy (movement)
self.rect.x += self.move_direction
self.move_counter += 1
if abs(self.move_counter) > 50:
self.move_direction *= -1
self.move_counter *= -1
#LIQUID SPRITE (acid)
class Lava(pygame.sprite.Sprite):
def __init__(self,y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load('img/lava2.jpg')
self.image = pygame.transform.scale(img,tile_size//2))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Coin(pygame.sprite.Sprite):
def __init__(self,y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load('img/coin.png')
self.image = pygame.transform.scale(img,(tile_size//2,tile_size//2))
self.rect = self.image.get_rect()
self.rect.center = (x,y)
class Exit(pygame.sprite.Sprite):
def __init__(self,y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load('img/exit.png')
self.image = pygame.transform.scale(img,int(tile_size * 1.5)))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
player = Player(100,screen_height - 130)
blob_group = pygame.sprite.Group()
lava_group = pygame.sprite.Group()
coin_group = pygame.sprite.Group()
exit_group = pygame.sprite.Group()
#score coin dumby coin
score_coin = Coin(tile_size//2,tile_size//2)
coin_group.add(score_coin)
#load in level data and create world
if path.exists(f'level{level}_data'):
pickle_in = open(f'level{level}_data','rb')
world_data = pickle.load(pickle_in)
world = World(world_data)
#create buttons
restart_button = Button(screen_width // 2 - 50,screen_height // 2 + 100,restart_img)
start_button = Button(screen_width// 2 - 350,screen_height // 2,start_img)
exit_button = Button(screen_width// 2 + 100,exit_img)
#main loop/ WHILE GAME IS RUNNING DO THIS
run = True
while run:
clock.tick(fps) #run the fps timers
screen.blit(bg_img,rect) #add bg img
screen.blit(earth_img,100))
if main_menu == True:
if exit_button.draw():
run = False
if start_button.draw():
main_menu = False
else:
world.draw() #draw the world tiles
if game_over == 0: # while alive / not dead
blob_group.update()
#update score and checking for coin collection
if pygame.sprite.spritecollide(player,coin_group,True):
score += 1
coin_fx.play()
draw_text("X " + str(score),font_score,white,tile_size - 10,10)
blob_group.draw(screen)
lava_group.draw(screen)
coin_group.draw(screen)
exit_group.draw(screen)
game_over = player.update(game_over)
#if player is dead
if game_over == -1:
if restart_button.draw():
world_data = []
world = reset_level(level)
game_over = 0
score = 0
#If level complete reset and next level
if game_over == 1:
level += 1
if level <= max_levels:
#reset level
world_date = []
world = reset_level(level)
game_over = 0
else:
draw_text('WINNER WINNER!',blue,(screen_width //2) - 140,screen_height // 2)
#restart game
if restart_button.draw():
level = 1
# reset level
world_date = []
world = reset_level(level)
game_over = 0
score = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.update() #update display
pygame.quit() #quit game
解决方法
返回一个新的矩形,其大小由给定的偏移量改变。矩形仍然以其当前中心为中心。
然而,虽然 rect.inflate_ip
改变了 pygame.Rect
对象本身,
rect.inflate
不会改变对象,但会返回一个不同大小的新对象
注意,rect.inflate_ip
的返回值是 None
,而 rect.inflate
的返回值是一个新的 pygame.Rect
对象。
要么调用 inflate_ip
:
self.rect.inflate_ip(-40,-20)
或将inflate
的返回值赋给self.rect
self.rect = self.rect.inflate(-40,-20)
“我应该如何修复热盒”
这取决于位图中精灵所覆盖的区域。可以使用 pygame.mask.Mask 对象和 get_bounding_rects
计算覆盖区域。
使用 pygame.mask.from_surface
从 pygame.mask.Mask
创建 pygame.Surface
:
image_mask = pygame.mask.from_surface(self.image)
获取一个列表,其中包含每个带有 pygame.Rect
的连接组件的边界矩形(get_bounding_rects
对象的序列):
rect_list = image_mask.get_bounding_rects()
使用 unionall
创建矩形序列的联合矩形:
self.rect = rect_list[0].unionall(rect_list)
另见How to get the correct dimensions for a pygame rectangle created from an image
编写一个完成工作的函数:
def hitbox_from_image(surf):
image_mask = pygame.mask.from_surface(surf)
rect_list = image_mask.get_bounding_rects()
return rect_list[0].unionall(rect_list)
self.rect = hitbox_from_image(self.image)
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