Python Pygame和Pymunk游戏库非冲突形状
在我的游戏中,我想创建非碰撞球。这是使用鼠标左键和右键单击创建蓝色和红色球的代码。。然而,正如你们所看到的,尽管我对球进行了分类,并在评论中对它们进行了遮罩,但球还是会发生碰撞Python Pygame和Pymunk游戏库非冲突形状,python,pygame,collision,pymunk,Python,Pygame,Collision,Pymunk,在我的游戏中,我想创建非碰撞球。这是使用鼠标左键和右键单击创建蓝色和红色球的代码。。然而,正如你们所看到的,尽管我对球进行了分类,并在评论中对它们进行了遮罩,但球还是会发生碰撞 import sys import pygame as pg from pygame.color import THECOLORS import pymunk as pm def to_pygame(p): """Small hack to convert pymunk to pygame coordinat
import sys
import pygame as pg
from pygame.color import THECOLORS
import pymunk as pm
def to_pygame(p):
"""Small hack to convert pymunk to pygame coordinates"""
return int(p[0]), int(-p[1]+600)
pg.init()
screen = pg.display.set_mode((600, 600))
clock = pg.time.Clock()
space = pm.Space()
space.gravity = (0.0, -900.0)
# Walls
static_body = space.static_body
static_lines = [
pm.Segment(static_body, (111.0, 280.0), (407.0, 246.0), 0.0),
pm.Segment(static_body, (407.0, 246.0), (407.0, 343.0), 0.0),
pm.Segment(static_body, (111.0, 420.0), (407.0, 386.0), 0.0),
pm.Segment(static_body, (407.0, 386.0), (407.0, 493.0), 0.0),
]
for idx, line in enumerate(static_lines):
line.elasticity = 0.95
if idx < 2: # Lower lines.
# The lower lines are in category 2, in binary 0b10.
line.filter = pm.ShapeFilter(categories=2)
else: # Upper lines.
# The upper lines are in category 1, in binary 0b1.
line.filter = pm.ShapeFilter(categories=1)
space.add(static_lines)
balls = []
running = True
while running:
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
elif event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE:
running = False
if event.type == pg.MOUSEBUTTONDOWN:
radius = 15 if event.button == 1 else 30
mass = 10
inertia = pm.moment_for_circle(mass, 0, radius, (0,0))
body = pm.Body(mass, inertia)
body.position = to_pygame(event.pos)
shape = pm.Circle(body, radius, (0,0))
shape.elasticity = 0.95
if shape.radius > 25:
# bin(pm.ShapeFilter.ALL_MASKS ^ 1) is '0b11111111111111111111111111111110'
# That means all categories are checked for collisions except
# bit 1 (the upper lines) which are ignored.
#### HOW EVER BALSS COLLIDE
shape.filter = pm.ShapeFilter(categories=0x1)
shape.filter = pm.ShapeFilter(mask=pm.ShapeFilter.ALL_MASKS ^ 1)
else:
# Ignores category bin(2), '0b11111111111111111111111111111101'
# All categories are checked for collisions except bit 2 (the lower lines).
#### HOW EVER BALSS COLLIDE
shape.filter = pm.ShapeFilter(categories=0x2)
shape.filter = pm.ShapeFilter(mask=pm.ShapeFilter.ALL_MASKS ^ 2)
space.add(body, shape)
balls.append(shape)
screen.fill(THECOLORS["white"])
balls_to_remove = []
for ball in balls:
if ball.body.position.y < 100:
balls_to_remove.append(ball)
p = to_pygame(ball.body.position)
if ball.radius > 25:
color = THECOLORS["red"]
else:
color = THECOLORS["blue"]
pg.draw.circle(screen, color, p, int(ball.radius), 2)
for ball in balls_to_remove:
space.remove(ball, ball.body)
balls.remove(ball)
for line in static_lines:
body = line.body
pv1 = body.position + line.a.rotated(body.angle)
pv2 = body.position + line.b.rotated(body.angle)
p1 = to_pygame(pv1)
p2 = to_pygame(pv2)
pg.draw.lines(screen, THECOLORS["gray29"], False, [p1, p2])
# Update physics.
dt = 1.0/60.0
for x in range(1):
space.step(dt)
pg.display.flip()
clock.tick(50)
pg.quit()
sys.exit()
导入系统
导入pygame作为pg
从pygame.color导入颜色
导入pymunk作为pm
def至_pygame(p):
“”“将pymunk转换为pygame坐标的小黑客”“”
返回int(p[0]),int(-p[1]+600)
第init页()
屏幕=pg.display.set_模式((600600))
时钟=pg.time.clock()
space=pm.space()
空间重力=(0.0,-900.0)
#墙
静态体=空间。静态体
静态_行=[
pm.段(静态_体,(111.0280.0),(407.0246.0),0.0),
pm.段(静态_体,(407.0246.0),(407.0343.0),0.0),
pm.段(静态_体,(111.0420.0),(407.0386.0),0.0),
pm.段(静态_体,(407.0386.0),(407.0493.0),0.0),
]
对于idx,枚举中的行(静态行):
直线弹性=0.95
如果idx<2:#下一行。
#下面的行在类别2中,二进制0b10。
line.filter=pm.ShapeFilter(类别=2)
其他:#上一行。
#上面的行在类别1中,以二进制0b1表示。
line.filter=pm.ShapeFilter(类别=1)
添加(静态_行)
球=[]
运行=真
运行时:
对于pg.event.get()中的事件:
如果event.type==pg.QUIT:
运行=错误
elif event.type==pg.KEYDOWN和event.key==pg.K_转义:
运行=错误
如果event.type==pg.MOUSEBUTTONDOWN:
如果event.button==1,则半径=15,否则为30
质量=10
惯性=圆周的pm力矩(质量,0,半径,(0,0))
主体=pm主体(质量、惯性)
body.position=to_pygame(event.pos)
形状=pm圆(主体,半径,(0,0))
形状.弹性=0.95
如果shape.radius>25:
#bin(pm.ShapeFilter.ALL_MASKS^1)是“0b11111111111111110”
#这意味着检查所有类别的碰撞,除了
#忽略的第1位(上面的行)。
####巴尔斯如何碰撞
shape.filter=pm.ShapeFilter(类别=0x1)
shape.filter=pm.ShapeFilter(掩码=pm.ShapeFilter.ALL_掩码^1)
其他:
#忽略类别仓位(2),“0B11111111111111101”
#除第2位(较低的行)外,检查所有类别是否存在冲突。
####巴尔斯如何碰撞
shape.filter=pm.ShapeFilter(类别=0x2)
shape.filter=pm.ShapeFilter(掩码=pm.ShapeFilter.ALL_掩码^2)
添加(主体、形状)
球。附加(形状)
屏幕填充(颜色[“白色”])
球到球移除=[]
对于球中球:
如果球体位置y<100:
球到球移除。附加(球)
p=比赛(球、身体、位置)
如果球体半径>25:
颜色=颜色[“红色”]
其他:
颜色=颜色[“蓝色”]
pg.draw.circle(屏幕、颜色、p、int(球半径)、2)
对于球中球_至_移除:
空间。移除(球,球。体)
球。移除(球)
对于静态线中的线:
body=line.body
pv1=主体位置+线a旋转(主体角度)
pv2=车身位置+直线b旋转(车身角度)
p1=对战(pv1)
p2=对战(pv2)
pg.绘制线条(屏幕、颜色[“灰色29”]、假[p1、p2])
#更新物理学。
dt=1.0/60.0
对于范围(1)内的x:
空间步长(dt)
pg.display.flip()
时钟滴答(50)
第页退出
sys.exit()
球不会与墙壁相撞,而是与自身相撞。我只想要不碰撞的球
附言:示例库形状过滤器类:
您需要将球放入它们自己的类别中,然后调整遮罩,以便它们不会与该类别发生碰撞。例如,要关闭大红色球的碰撞,可以将它们放入类别
0b100
:
shape.filter = pm.ShapeFilter(categories=0b100, mask=pm.ShapeFilter.ALL_MASKS ^ 0b100)
mask=pm.ShapeFilter.ALL_MASKS^0b100
参数意味着应该忽略此类别中的对象。请发布一条消息。这将使我们更容易帮助您。@skrx我编辑过。请帮助我的朋友:(我的朋友,你知道我怎样才能做到某些对碰撞,但其他非碰撞。?我问了一个新问题,你能检查一下吗?