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如何在Pygame中为圆形对象制作窗口边框

如何解决如何在Pygame中为圆形对象制作窗口边框

我写了一场小型足球比赛。它有一个由箭头控制的球员(圆圈),一个球(也为圆圈)和左侧和右侧的两个球门(直板)。到现在为止,如果我超过屏幕,球员和球就会出现在另一侧。现在,我需要设置一个窗口边框:如果球(并且球员靠近边界,他们也无法逃脱窗口。对于球,也有可能发生碰撞。我尝试了不同的尝试,但是它们没有起作用。

这是我尝试过的一些事情:

def checkballborder():
global ballX
global ballY

if  ballX  >  windowsize[0]:
    ballX *= -1
    
if  ballX  <  windowsize[0]:
    ballX *= -1


if  ballY  >  windowsize[1]:
    ballY *= -1
    
if  ballY  <  windowsize[0]:
    ballY *= -1

和:

#borders
if  ballX < ballradius:
    ballX = ballradius

if  ballX > windowsize[0] - ballradius:
    ballX = windowsize[0] - ballradius


if  ballY > ballradius:
    ballY = ballradius

if  ballY > windowsize[1] - ballradius:
    ballY = windowsize[1] - ballradius

这是我的完整代码

import pygame,time,sys,math,random

pygame.init()

#Farben bestimmen
red = pygame.color.Color("red")
blue = pygame.color.Color("blue")
white = pygame.color.Color("white")
black = pygame.color.Color("black")
green = pygame.color.Color("green")
beige = pygame.color.Color("#F5F5DC")

#Fenster
width = 200
height = 200
windowsize = [width,height]
fps = 60
window = pygame.display.set_mode (windowsize)



#Uhr
clock = pygame.time.Clock()

#Position Spieler
playerX = random.randrange (0,windowsize[0])
playerY = random.randrange (0,windowsize[1])

#Position Ball
ballX = random.randrange(0,windowsize[0])
ballY = random.randrange(0,windowsize[1])
ballradius = 6
#Mittellinie
midlineA = int (windowsize [0] / 2)
midlineB = int (windowsize [0] / 2)
#Anstoßkreiß 
midcircleX = int (windowsize[0] / 2)
midcircleY = int (windowsize[1] / 2)
#Position Tor links
lgoalX = 0
lgoalY = int (windowsize [1] / 2 - 10)
lgoalW = 15
lgoalH = 25

#Position Tor rechts
rgoalX = int (windowsize [0] - 15)
rgoalY = int (windowsize [1] / 2 - 10)
rgoalW = 15
rgoalH = 25

def checkOffWindowX(playerX) :
    return playerX % windowsize[0]

def checkOffWindowY(playerY):
    return playerY % windowsize[1]

    

        
def checkTouching():
    global playerX
    global ballX
    global playerY
    global ballY
    if -10 < playerY - ballY < 10 and -10 < playerX - ballX < 10:
        xDiff = playerX - ballX
        yDiff = playerY - ballY
        #Spielball verschieben
        ballX -= xDiff *2
        ballY -= yDiff *2
        #Falls der Spielball in einer Ecke sein sollte
        if   ballY == 0:
             xDiff -= 5
        elif ballX == windowsize[0]:
             xDiff += 5
        if   ballY == windowsize[1]:
             yDiff += 5
        elif ballY == windowsize[1]:
             yDiff +=5

       

    
        
            

done = False
while not done:
    window.fill(green)
    #Bewegung Spieler
    keys = pygame.key.get_pressed()
    if keys [pygame.K_UP]:
        playerY -= 1
    if keys [pygame.K_DOWN]:
        playerY += 1
    if keys [pygame.K_LEFT]:
        playerX -= 1
    if keys[pygame.K_RIGHT]:
        playerX += 1
    #Positionsbestimmung
    playerX = checkOffWindowX(playerX)
    playerY = checkOffWindowY(playerY)

    #Auf Berührung testen
    checkTouching()


    #borders
    if  ballX < ballradius:
        ballX = ballradius

    if  ballX > windowsize[0] - ballradius:
        ballX = windowsize[0] - ballradius


    if  ballY > ballradius:
        ballY = ballradius

    if  ballY > windowsize[1] - ballradius:
        ballY = windowsize[1] - ballradius

    

    
    
    #Anstoßkreis zeichnen
    pygame.draw.circle (window,white,[midcircleX,midcircleY],20,3)
    #Mittelpunkt zeichnen
    pygame.draw.circle (window,5)
    #Mittellinie zeichnen
    pygame.draw.line (window,(midlineA,0),(midlineB,200),4)
    #Spieler zeichnen
    pygame.draw.circle (window,red,[playerX,playerY],8)  
    #Spielball zeichnen
    pygame.draw.circle (window,blue,[ballX,ballY],ballradius)

    

#####~Toren zeichnen und Torerkennung~#######################################
                                                                            #
    #Tor links zeichnen                                                     #
    pygame.draw.rect(window,(lgoalX,lgoalY,lgoalW,lgoalH))       #
    #Tor rechts zeichnen                                                    #
    pygame.draw.rect(window,(rgoalX,rgoalY,rgoalW,rgoalH))       #
                                                                            #
                                                                            #
    #Rechte Tor                                                             #
    distancer = int(math.hypot(ballX - rgoalX,ballY - rgoalY))             #
    #Linke Tor                                                              #
    distancel = int(math.hypot(ballX - lgoalX,ballY - lgoalY))             #
                                                                            #
    if  distancer < 20 >= 0:                                                #
        done = True                                                         #
    if  distancel < 20 >= 0:                                                #
        done = True                                                         #
                                                                            #
    #if  ballX < ballradius:                                                #
    #    ballX = ballradius                                                 #
                                                                            #
    #if  ballY < ballradius:                                                #
     #   ballY = ballradius                                                 #
                                                                            #
#############################################################################    
        
    pygame.display.update()
    clock.tick(fps)
    
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

pygame.quit()

评论是德语的,但是如果您需要什么,我可以翻译给您

解决方法

使用pygame.Rect对象作为对象的边界框,并使用clamp_ip()将对象保持在边界内:

例如:

def ClampToRect(x,y,radius,border_rect):
    
    # define a rectangle by the center of the object and the radius 
    object_rect = pygame.Rect(x-radius,y-radius,radius*2,radius*2)
    
    # "clamp" to border 
    #     move the rectangle inside the border rectangle
    #     if the rectangle is not completely inside
    object_rect.clamp_ip(border_rect)
    
    # return the new center point of the rectnagle
    return object_rect.center
window = pygame.display.set_mode(windowsize)

# [...]

done = False
while not done:
    # [...]

    # playerX = checkOffWindowX(playerX)
    # playerY = checkOffWindowY(playerY)

    player_radius = 8
    playerX,playerY = ClampToRect(playerX,playerY,player_radius,window.get_rect())

    # [...]

对球做同样的事情

def checkTouching():
    global playerX
    global ballX
    global playerY
    global ballY
    if -10 < playerY - ballY < 10 and -10 < playerX - ballX < 10:
        xDiff = playerX - ballX
        yDiff = playerY - ballY
        #Spielball verschieben
        ballX -= xDiff *2
        ballY -= yDiff *2
        ballX,ballY = ClampToRect(ballX,ballY,ballradius,window.get_rect())

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