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  • pygame-KidsCanCode系列jumpy-part17-mask-collide碰撞检测

    这节我们研究下pygame的几种碰撞检测模式:

    如上图,左侧是默认的检测模式:基于矩形的检测(这也是性能最好的模式), 右侧是基于圆形的检测(性能略差于矩形检测)。

    矩形检测法虽然性能好,但是缺点也很明显:检测不准确,上图中"飞机与目标"从视觉上看,根本没碰到。

    为了改进,pygame给这二种模式,新增了xxx_ratio的方法,允许指定检测时,指定二个目标的叠加程度,只有达到指定的叠加值,才认为是真正碰撞到了,参考下图:

    注:ratio的值越大,表示叠加的部分越少

    我们写一个小程序来测试一下:

      1 import pygame
      2 from os import path
      3 from xml.dom.minidom import parse
      4 
      5 SIZE = (WIDTH, HEIGHT) = (265, 320)
      6 FPS = 45
      7 
      8 BLACK = 0, 0, 0
      9 WHITE = 255, 255, 255
     10 
     11 pygame.init()
     12 pygame.mixer.init()
     13 
     14 screen = pygame.display.set_mode(SIZE)
     15 pygame.display.set_caption("My Game")
     16 clock = pygame.time.Clock()
     17 
     18 spritesheet_image_file_name = path.join(path.dirname(__file__), "../img/spritesheet_jumper.png")
     19 spritesheet_xml_file_name = path.join(path.dirname(__file__), "../img/spritesheet_jumper.xml")
     20 spritesheet_image = pygame.image.load(spritesheet_image_file_name)
     21 spritesheet_image.set_colorkey(BLACK)
     22 spritesheet_dom_tree = parse(spritesheet_xml_file_name)
     23 root_textures = spritesheet_dom_tree.documentElement
     24 sub_textures = root_textures.getElementsByTagName("SubTexture")
     25 dic_image = {}
     26 
     27 
     28 def get_image_rect(img_name):
     29     if dic_image.get(img_name):
     30         return dic_image[img_name]
     31     for texture in sub_textures:
     32         name = texture.getAttribute("name")
     33         if img_name == name:
     34             dic_image[img_name] = pygame.Rect(
     35                 int(texture.getAttribute("x")),
     36                 int(texture.getAttribute("y")),
     37                 int(texture.getAttribute("width")),
     38                 int(texture.getAttribute("height"))
     39             )
     40             return dic_image[img_name]
     41 
     42 
     43 def get_image(img_name):
     44     rect = get_image_rect(img_name);
     45     image = pygame.Surface((rect.width, rect.height))
     46     image.blit(spritesheet_image, (0, 0), rect)
     47     image.set_colorkey(BLACK)
     48     return image
     49 
     50 
     51 class Demo(pygame.sprite.Sprite):
     52     def __init__(self, image, pos):
     53         pygame.sprite.Sprite.__init__(self)
     54         self.image = image
     55         self.rect = self.image.get_rect()
     56         self.rect.x = pos[0]
     57         self.rect.y = pos[1]
     58 
     59 
     60 running = True
     61 pos1 = (20, 5)
     62 pos2 = (125, 110)
     63 
     64 demo1 = Demo(get_image("bunny1_walk1.png"), pos1)
     65 demo2 = Demo(get_image("bunny2_stand.png"), pos2)
     66 
     67 all_sprites = pygame.sprite.LayeredUpdates()
     68 all_sprites.add(demo1, layer=2)
     69 all_sprites.add(demo2, layer=1)
     70 
     71 group2 = pygame.sprite.Group()
     72 group2.add(demo2)
     73 
     74 while running:
     75     clock.tick(FPS)
     76 
     77     for event in pygame.event.get():
     78         if event.type == pygame.QUIT:
     79             running = False
     80         if event.type == pygame.KEYDOWN:
     81             if event.key == pygame.K_LEFT:
     82                 demo1.rect.x += -3
     83             if event.key == pygame.K_RIGHT:
     84                 demo1.rect.x += 3
     85             if event.key == pygame.K_UP:
     86                 demo1.rect.y += -3
     87             if event.key == pygame.K_DOWN:
     88                 demo1.rect.y += 3
     89 
     90     screen.fill(BLACK)
     91 
     92     all_sprites.draw(screen)
     93 
     94     pygame.draw.rect(screen, (0, 255, 0), demo2.rect, 1)
     95     pygame.draw.rect(screen, (255, 0, 0), demo1.rect, 1)
     96 
     97     font = pygame.font.SysFont("Menlo", 25, True)
     98 
     99     # 默认的检测模式(rect)
    100     if pygame.sprite.spritecollide(demo1, group2, False):
    101         pos_txt = font.render("hit:true", 1, (255, 255, 128))
    102     else:
    103         pos_txt = font.render("hit:false", 1, (255, 255, 128))
    104     screen.blit(pos_txt, (150, 10))
    105 
    106     pygame.display.update()
    107 
    108 pygame.quit()
    View Code

    这是默认的Rect检测模式。把100行换成:

        # 矩形检测(至少要重叠1-0.7=30%才算发生了碰撞)
        if pygame.sprite.spritecollide(demo1, group2, False, pygame.sprite.collide_rect_ratio(0.7)):

    再看下效果:

     

    继续,换成圆形检测试下:

        # 圆形检测(至少要重叠1-0.7=30%才算发生了碰撞)
        if pygame.sprite.spritecollide(demo1, group2, False, pygame.sprite.collide_circle_ratio(0.7)):

    那么,有没有一种方法能做到精确检测呢?当然有,有一种基于mask(在绘图软件中,也称为遮罩或蒙版)的检测方法,类似把背景去掉后,像素级的碰撞检测,当然性能也是最差的。

    首先要在Sprite的类上,指定mask:

    1 class Demo(pygame.sprite.Sprite):
    2     def __init__(self, image, pos):
    3         pygame.sprite.Sprite.__init__(self)
    4         self.image = image
    5         self.rect = self.image.get_rect()
    6         self.rect.x = pos[0]
    7         self.rect.y = pos[1]
    8         #指定蒙版
    9         self.mask = pygame.mask.from_surface(self.image)
    View Code

    然后把检测代码改成:

        # 基于mask的检测
        if pygame.sprite.spritecollide(demo1, group2, False, pygame.sprite.collide_mask):
    

    好了,利用上面学到的知识,把上节的遗留问题:"player与enemy的碰撞检测不准确" 解决一下,效果如下:

    优化前 优化后

     

    源码示例:https://github.com/yjmyzz/kids-can-code/tree/master/part_17

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  • 原文地址:https://www.cnblogs.com/yjmyzz/p/pygame-kidscancode-part17-mask-collide.html
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