我正在爲pygame編寫一個paddle pong遊戲的代碼,在這個遊戲中球會從沒有打開槳的三面牆上彈開,當它碰到槳的牆而不是槳時,你失去了生命。我的問題是,我無法弄清楚碰撞檢測。以下是我迄今所做的:Pong Collision Pygame
import pygame, sys
from pygame.locals import *
pygame.init()
screen_width = 640
screen_height = 480
Display = pygame.display.set_mode((screen_width, screen_height), 0, 32)
pygame.display.set_caption('Lonely Pong')
back = pygame.Surface((screen_width, screen_height))
background = back.convert()
background.fill((255, 255, 255))
paddle = pygame.Surface((80, 20))
_paddle = paddle.convert()
_paddle.fill((128, 0, 0))
ball = pygame.Surface((15, 15))
circle = pygame.draw.circle(ball, (0, 0, 0), (7, 7), 7)
_ball = ball.convert()
_ball.set_colorkey((0, 0, 0))
_paddle_x = (screen_width/2) - 40
_paddle_y = screen_height - 20
_paddlemove = 0
_ball_x, _ball_y = 8, 8
speed_x, speed_y, speed_circle = 250, 250, 250
Lives = 5
clock = pygame.time.Clock()
font = pygame.font.SysFont("verdana", 20)
paddle_spd = 5
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
_paddlemove = paddle_spd
elif event.key == K_LEFT:
_paddlemove = -paddle_spd
elif event.type == KEYUP:
if event.key == K_RIGHT:
_paddlemove = 0
elif event.key == K_LEFT:
_paddlemove = 0
Livespr = font.render(str(Lives), True, (0, 0, 0))
Display.blit(background, (0, 0))
Display.blit(_paddle, (_paddle_x, _paddle_y))
Display.blit(_ball, (_ball_x, _ball_y))
Display.blit(Livespr, ((screen_width/2), 5))
_paddle_x += _paddlemove
passed = clock.tick(30)
sec = passed/1000
_ball_x += speed_x * sec
_ball_y += speed_y * sec
pygame.display.update()
我一直有另一個問題是,當我啓動它,球不會出現在所有。請有人指點我正確的方向?第一
我想你的代碼永遠不會越過事件的'在pygame的.event.get()',繪製代碼。繪圖代碼應該在內部循環中;修復縮進並重試。 – 9000
但它像它唯一的跳繩畫球,因爲它吸引了槳和生命 – TheBudderBomb
你檢查過「秒」不是零嗎?也許'秒=通過/ 1000.0'可以解決它。 – 9000