如何在Pygame中为Pong设置碰撞检测

2 投票
2 回答
4193 浏览
提问于 2025-04-17 13:37

我正在用Pygame制作一个乒乓球游戏的克隆版。我不知道怎么给球和挡板添加碰撞检测,这样球才能在碰到挡板时反弹。请问我该怎么做?当球撞到挡板时,怎么让它朝相反的方向飞去呢?

bif="bg.jpg"

import pygame, sys
from pygame.locals import *

pygame.init()
pygame.display.set_caption("Griffin West's Python Pong")
pygame.mixer.init()
sounda= pygame.mixer.Sound("Music.wav")

sounda.play()

screen=pygame.display.set_mode((1280,720),0,32)
background=pygame.image.load(bif).convert()

color1=(255,255,255)
color2=(255,255,0)
color3=(0,0,255)
color4=(0,255,0)
pos1=(640,0)
pos2=(640,720)
pos3=(640,360)
pos4=(0,360)
pos5=(1280,360)
radius=(100)
x1,y1=75,0
x2,y2=1175,0
x3,y3=1,1
clock=pygame.time.Clock()
speedx=750
speedy=750
movex1, movey1=0,0
movex2, movey2=0,0
s1=0
s2=0


while True:


    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type==KEYDOWN:
            if event.key==K_w:
                movey1=-2
            elif event.key==K_s:
                movey1=+2
            if event.key==K_UP:
                movey2=-2
            elif event.key==K_DOWN:
                movey2=+2
        if event.type==KEYUP:
            if event.key==K_w:
                movey1=0
            elif event.key==K_s:
                movey1=0
            if event.key==K_UP:
                movey2=0
            elif event.key==K_DOWN:
                movey2=0

    x1+=movex1
    y1+=movey1
    x2+=movex2
    y2+=movey2


    milli=clock.tick()
    seconds=milli/1000.0
    dx=seconds*speedx
    dy=seconds*speedy
    x3+=dx
    y3+=dy

    if x3>1280: 
        x3+=-dx  # get ball out of the wall
        speedx = -speedx  # change direction
        s1=s1+1
    if y3>720:
        y3+=-dy
        speedy = -speedy
    if x3<0:
        x3+dx
        speedx = -speedx
        x3=x3+1
        s2=s2+1
    if y3<0:
        y3=y3+1
        y3+=dy
        speedy = -speedy
    if x3<=y3y3+30:
        speedx = -speedy


    screen.blit(background, (0,0))

    screen.lock()
    pygame.draw.line(screen, color1, pos1, pos2, 1)
    pygame.draw.circle(screen, color1, pos3, radius, 1)
    pygame.draw.circle(screen, color1, pos4, radius, 1)
    pygame.draw.circle(screen, color1, pos5, radius, 1)
    pygame.draw.rect(screen, color3, Rect((x1,y1),(30,100)))
    pygame.draw.rect(screen, color2, Rect((x2,y2),(30,100)))
    pygame.draw.circle(screen, color4, (int(x3),int(y3)), 15)

    screen.unlock()
    myfont = pygame.font.SysFont("Press Start 2P", 50)
    myfont2 = pygame.font.SysFont("Press Start 2P", 25)
    label = myfont.render("Python", 1, (255,0,0))
    screen.blit(label, (494, 115))
    label = myfont.render("Pong", 1, (255,0,0))
    screen.blit(label, (544, 175))
    label = myfont2.render("Player 1: "+str(s1), 1, (255,255,255))
    screen.blit(label, (25, 675))
    label = myfont2.render("Player 2: "+str(s2), 1, (255,255,255))
    screen.blit(label, (950, 675))
    pygame.display.update()

2 个回答

0

写一个if语句,检查小球的x坐标是否超过了球拍的x坐标,同时还要看看小球的y坐标是否在球拍的上下边界之间。如果这两个条件都满足,就把小球的x方向速度乘以-1,也就是让小球反向运动。

3

这个回答提供了一个简单的乒乓球游戏实现,其中包含了碰撞检测的功能。特别是,你可能会对下面代码中的 bounce 方法感兴趣。

在 Pong 类中:

def move_all(self):
    for obj in self.p1, self.p2, self.ball:
        obj.move()
        if obj is not self.ball:
            obj.bounce(self.ball)

在 Paddle 类中:

def bounce(self, ball):
    minimum = self.size.x + ball.radius
    if self.position.x != ball.position.x and self.overlap(ball, minimum):
        if not self.just_bounced:
            self.just_bounced = True
            self.score += abs(ball.velocity.y)
        sign = +1 if self.position.x < ball.position.x else -1
        if self.collision_area == self.PART.center:
            ball.position.x = self.position.x + minimum * sign
        else:
            ball.position.adjust(self.middle_point, minimum)
        ball.velocity.x = copy_sign(ball.velocity.x, sign)
        ball.change_speed()
    else:
        self.just_bounced = False

在 Ball 类中:

def bounce(self):
    if self.position.y - self.radius < 0:
        self.position.y = self.radius
        self.velocity.y = copy_sign(self.velocity.y, +1)
        self.change_speed()
    elif self.position.y + self.radius > self.board.y:
        self.position.y = self.board.y - self.radius
        self.velocity.y = copy_sign(self.velocity.y, -1)
        self.change_speed()

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