Python pygame中的掩码碰撞检测问题

Python pygame中的掩码碰撞检测问题,python,pygame,Python,Pygame,我正在用pygame rn制作一个小行星风格的游戏,但我在尝试让面具碰撞工作时遇到了一个问题。为了检查它们是否发生碰撞,我使用一个函数在每次检测到碰撞时打印“hit”。问题是,当我运行程序时,它刚刚开始不停地打印。所以我想背景是面具还是什么的?真的不知道,我以前从未处理过碰撞。我只想在飞船与小行星相撞时结束游戏 不管怎样,这是我的密码 import pygame from math import sin, cos, pi from random import randint scr_wid

我正在用pygame rn制作一个小行星风格的游戏,但我在尝试让面具碰撞工作时遇到了一个问题。为了检查它们是否发生碰撞,我使用一个函数在每次检测到碰撞时打印“hit”。问题是,当我运行程序时,它刚刚开始不停地打印。所以我想背景是面具还是什么的?真的不知道,我以前从未处理过碰撞。我只想在飞船与小行星相撞时结束游戏

不管怎样,这是我的密码


import pygame
from math import sin, cos, pi

from random import randint

scr_width = 800
scr_height = 600
window = pygame.display.set_mode((scr_width, scr_height))
pygame.display.set_caption("Asteroids")
clock = pygame.time.Clock()
space_img = pygame.image.load("sprites/space.jpg")
red = (255, 0, 0)

class Ship:
    def __init__(self, x, y):

        self.x = x
        self.y = y
        self.width = 0
        self.vel = 0
        self.vel_max = 12
        self.angle = 0
        self.hitbox = (self.x, self.y, 10, 10)
        self.ship_img = pygame.image.load("sprites/ship_off.png")
        self.ship_img_copy = pygame.transform.rotate(self.ship_img, self.angle)
# collision stuff
        self.rect = self.ship_img_copy.get_rect()

    def draw(self):
        self.ship_img = pygame.image.load("sprites/ship_off.png")
        self.ship_img_copy = pygame.transform.rotate(self.ship_img, self.angle)

        window.blit(self.ship_img_copy,
                    (self.x - (self.ship_img_copy.get_width()) / 2, self.y - (self.ship_img_copy.get_height()) / 2))

        keys = pygame.key.get_pressed()

        if keys[pygame.K_w]:
            self.ship_img = pygame.image.load("sprites/ship_on.png")
            self.ship_img_copy = pygame.transform.rotate(self.ship_img, self.angle)
            window.blit(self.ship_img_copy,
                        (self.x - (self.ship_img_copy.get_width()) / 2, self.y - (self.ship_img_copy.get_height()) / 2))
# collision stuff
        self.mask = pygame.mask.from_surface(self.ship_img_copy)

    def move(self):
        keys = pygame.key.get_pressed()
        # todo acceleration and thrust mechanics
        if keys[pygame.K_w]:
            self.vel = min(self.vel + 1, self.vel_max)
        elif self.vel > 0:
            self.vel = self.vel - 0.4
        if keys[pygame.K_a]:
            self.angle += 7

        if keys[pygame.K_d]:
            self.angle -= 7

        self.x += self.vel * cos(self.angle * (pi / 180) + (90 * pi / 180))
        self.y -= self.vel * sin(self.angle * (pi / 180) + 90 * (pi / 180))
        if self.y < 0:
            self.y = (self.y - self.vel) % 600

        elif self.y > 600:
            self.y = (self.y + self.vel) % 600

        elif self.x < 0:
            self.x = (self.x - self.vel) % 800

        elif self.x > 800:
            self.x = (self.x + self.vel) % 800


class Asteroid:

    def __init__(self):

        self.ang_change = randint(1, 5)
        self.ang = randint(0, 90) * (pi / 180)
        y_values = [1, 599]
        self.sx = randint(0, 800)
        self.sy = y_values[randint(0, 1)]
        
        if self.sy == y_values[0]:
            self.neg = -1
        else:
            self.neg = 1
        self.speed = randint(5, 10)
        self.ang += self.ang_change
        self.asteroid_angle = randint(0, 80)
        self.asteroid_img = pygame.image.load("sprites/asteroid.png")
        self.asteroid_copy = pygame.transform.rotate(self.asteroid_img, self.ang)


    def generate(self):
        self.ang += self.ang_change
        self.asteroid_img = pygame.image.load("sprites/asteroid.png")
        self.asteroid_copy = pygame.transform.rotate(self.asteroid_img, self.ang)

        window.blit(self.asteroid_copy,
                    (self.sx - (self.asteroid_copy.get_width()) / 2, self.sy - (self.asteroid_copy.get_height()) / 2))
# collision stuff
        self.mask = pygame.mask.from_surface(self.asteroid_copy)
        self.rect = self.asteroid_copy.get_rect()


class Projectiles:

    def __init__(self, x, y, angle):
        self.x = x
        self.y = y
        self.angle = angle
        self.vel = 20

    def draw(self):
        pygame.draw.rect(window, (255, 0, 0), (self.x, self.y, 5, 5))


def redraw():
    window.blit(space_img, (0, 0))
    ship.draw()
    for asteroid in asteroids:
        asteroid.generate()
    for bullet in bullets:
        bullet.draw()

    pygame.display.update()

# collision stuff
def collisions():
    collision = pygame.sprite.spritecollide(ship, asteroids, False)
    for i in collision:
        print("hit")



run = True
ship = Ship(400, 300)
next_fire = pygame.time.get_ticks() + 400
bullets = []
asteroids = []

while run:
    clock.tick(60)
    keys = pygame.key.get_pressed()
    pygame.time.delay(35)
    # collision stuff
    collisions()
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    if keys[pygame.K_SPACE]:
        if len(bullets) < 11 and pygame.time.get_ticks() >= next_fire:
            bullets.append(
                Projectiles(round(ship.x + ship.width - 6.5 // 2), round(ship.y + ship.width - 6.5 // 2), ship.angle))
            next_fire = pygame.time.get_ticks() + 400

    for bullet in bullets:
        if 800 > bullet.x > 0 and 600 > bullet.y > 0:
            bullet.x += bullet.vel * cos(bullet.angle * (pi / 180) + 90 * (pi / 180))
            bullet.y -= bullet.vel * sin(bullet.angle * (pi / 180) + 90 * (pi / 180))
        else:
            bullets.pop(bullets.index(bullet))
    
    if len(asteroids) < 5:
        asteroids.append(Asteroid())

    for asteroid in asteroids:
        if 800 > asteroid.sx > 0 and 600 > asteroid.sy > 0:
            asteroid.sx += asteroid.speed * cos(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180))
            asteroid.sy -= asteroid.speed * sin(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180)) * asteroid.neg
            if asteroid.sx < 0:
                asteroid.sx = (asteroid.sx - asteroid.speed) % 800

            elif asteroid.sx > 800:
                asteroid.sx = (asteroid.sx + asteroid.speed) % 800

        else:
            asteroids.pop(asteroids.index(asteroid))

    window.fill((0, 0, 0))
    ship.move()
    redraw()

pygame.quit()


导入pygame
从数学输入sin,cos,pi
从随机导入randint
scr_宽度=800
scr_高度=600
window=pygame.display.set_模式((scr_宽度,scr_高度))
pygame.display.set_标题(“小行星”)
clock=pygame.time.clock()
space\u img=pygame.image.load(“sprites/space.jpg”)
红色=(255,0,0)
船舶等级:
定义初始化(self,x,y):
self.x=x
self.y=y
self.width=0
self.vel=0
self.vel_max=12
自转角=0
self.hitbox=(self.x,self.y,10,10)
self.ship\u img=pygame.image.load(“sprites/ship\u off.png”)
self.ship\u img\u copy=pygame.transform.rotate(self.ship\u img,self.angle)
#碰撞材料
self.rect=self.ship\u img\u copy.get\u rect()
def牵引(自):
self.ship\u img=pygame.image.load(“sprites/ship\u off.png”)
self.ship\u img\u copy=pygame.transform.rotate(self.ship\u img,self.angle)
window.blit(self.ship\u img\u副本,
(self.x-(self.ship\u img\u copy.get\u width())/2,self.y-(self.ship\u img\u copy.get\u height())/2))
keys=pygame.key.get_pressed()
如果键[pygame.K_w]:
self.ship\u img=pygame.image.load(“sprites/ship\u on.png”)
self.ship\u img\u copy=pygame.transform.rotate(self.ship\u img,self.angle)
window.blit(self.ship\u img\u副本,
(self.x-(self.ship\u img\u copy.get\u width())/2,self.y-(self.ship\u img\u copy.get\u height())/2))
#碰撞材料
self.mask=pygame.mask.from_surface(self.ship_img_copy)
def移动(自我):
keys=pygame.key.get_pressed()
#todo加速度和推力力学
如果键[pygame.K_w]:
self.vel=min(self.vel+1,self.vel_max)
elif self.vel>0:
self.vel=self.vel-0.4
如果键[pygame.K_a]:
自转角+=7
如果键[pygame.K_d]:
自转角-=7
self.x+=self.vel*cos(self.angle*(pi/180)+(90*pi/180))
self.y-=self.vel*sin(self.angle*(pi/180)+90*(pi/180))
如果self.y<0:
self.y=(self.y-self.vel)%600
elif self.y>600:
self.y=(self.y+self.vel)%600
elif self.x<0:
self.x=(self.x-self.vel)%800
elif self.x>800:
self.x=(self.x+self.vel)%800
小行星类别:
定义初始化(自):
self.ang_change=randint(1,5)
self.ang=randint(0,90)*(pi/180)
y_值=[1599]
self.sx=randint(0800)
self.sy=y_值[randint(0,1)]
如果self.sy==y_值[0]:
self.neg=-1
其他:
self.neg=1
self.speed=randint(5,10)
self.ang+=self.ang\u变化
self.asteroid_angle=randint(0,80)
self.asteroid\u img=pygame.image.load(“sprites/asteroid.png”)
self.asteroid\u copy=pygame.transform.rotate(self.asteroid\u img,self.ang)
def生成(自身):
self.ang+=self.ang\u变化
self.asteroid\u img=pygame.image.load(“sprites/asteroid.png”)
self.asteroid\u copy=pygame.transform.rotate(self.asteroid\u img,self.ang)
window.blit(self.asteroid_拷贝,
(self.sx-(self.asteroid\u copy.get\u width())/2,self.sy-(self.asteroid\u copy.get\u height())/2))
#碰撞材料
self.mask=pygame.mask.from_surface(self.asteroid_副本)
self.rect=self.asteroid\u copy.get\u rect()
类射弹:
定义初始(自、x、y、角度):
self.x=x
self.y=y
自我角度=角度
self.vel=20
def牵引(自):
pygame.draw.rect(窗口,(255,0,0),(self.x,self.y,5,5))
def redraw():
窗口。blit(空格_img,(0,0))
船舶图纸()
对于小行星中的小行星:
小行星生成()
对于子弹中的子弹:
bullet.draw()
pygame.display.update()
#碰撞材料
定义冲突():
碰撞=pygame.sprite.spritecollide(飞船,小行星,错误)
对于碰撞中的i:
打印(“点击”)
运行=真
船=船(400300)
next\u fire=pygame.time.get\u ticks()+400
项目符号=[]
小行星=[]
运行时:
时钟滴答(60)
keys=pygame.key.get_pressed()
pygame。时间。延迟(35)
#碰撞材料
碰撞()
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
运行=错误
如果键[pygame.K_SPACE]:
如果len(子弹)<11和pygame.time.get_ticks()>=下一次开火:
项目符号.append(
射弹(圆形(船x+船宽-6.5//2)、圆形(船y+船宽-6.5//2)、船角))
next\u fire=pygame.time.get\u ticks()+400
对于子弹中的子弹:
如果800>bullet.x>0和600>bullet.y>0:
bullet.x+=bullet.vel*cos(bullet.angle*(π/180)+90*(π/180))
bullet.y-=bullet.vel*sin(bullet.angle*(π/180)+90*(π/180))
其他:
子弹.弹孔(子弹.索引(子弹))
如果len(小行星)<5:
小行星。附加(小行星())
对于小行星中的小行星:
如果800>asteroid.sx>0和600>asteroid.sy>0:
小行星.sx+=小行星.speed*cos(小行星.asteroid_角*(π/180)+90*(π/180))
小行星.sy-=小行星.speed*sin(小行星.asteroid_角*(pi/180)+90*(pi/180))*asteroid.neg
如果asteroid.sx<0:
# collision stuff
        self.mask = pygame.mask.from_surface(self.ship_img_copy)
        self.rect =  pygame.Rect(self.x - (self.ship_img_copy.get_width()) / 2, self.y - (self.ship_img_copy.get_height()) / 2,
                self.ship_img_copy.get_width(),self.ship_img_copy.get_height())
# collision stuff
        self.mask = pygame.mask.from_surface(self.asteroid_copy)
        #self.rect = self.asteroid_copy.get_rect()
        self.rect =  pygame.Rect(self.sx - (self.asteroid_copy.get_width()) / 2, self.sy - (self.asteroid_copy.get_height()) / 2,
                self.asteroid_copy.get_width(),self.asteroid_copy.get_height())