我的碰撞检测不起作用并且滞后



这就是基本函数:

def xCollision(self):
for tile in tiles:
if tile.colliderect(self.rect):
if self.x_vel >= 1:
self.rect.right = tile.left
elif self.x_vel <= -1:
self.rect.left = tile.right
def yCollision(self):
for tile in tiles:
if tile.colliderect(self.rect):
if self.y_vel >= 1:
self.rect.bottom = tile.top
elif self.y_vel <= -1:
self.rect.top = tile.bottom

在Player类中。

现在,当我尝试这个我的帧下降到大约4帧每秒,它也不工作。关于它不工作它需要对self。rect。something = tile做点什么。因为当我用print()替换它时,它会打印任何东西

这里是完整的代码供参考,是的,我刚刚开始,所以不要认为它会有什么好,好吗?

import pygame
import random
import math
import time


# Initialize Pygame
pygame.init()
pygame.mixer.init()
# Set the size of the window
size = (900, 600)
screen = pygame.display.set_mode(size)
# Set the title of the window
pygame.display.set_caption("Classes testing")
clock = pygame.time.Clock()
fps = 60
pygame.mixer.music.load('PewPewProject/Retro Platform.wav')
pygame.mixer.music.set_volume(0.1)
pygame.mixer.music.play(-1)
pop_sound = pygame.mixer.Sound("PewPewProject/vine-boom.wav")
pop_sound.set_volume(0.5)


level = [
['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1'],
['1','E','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','E','0','0','0','1'],
['1','0','0','0','1','1','1','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','1','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','1','0','1','0','0','0','0','0','0','0','0','E','0','0','0','0','1'],
['1','0','0','1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','E','1','1','1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','E','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','1','1','1','0','1','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','1','0','0','0','1','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','1','0','1','1','1','0','E','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','1','0','1','S','1','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','1','0','0','0','1','0','0','0','0','0','1'],
['1','0','0','E','0','0','0','0','0','1','1','1','1','1','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'],
['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1'],
]

tilex, tiley = [0, 0]
tilex_offset, tiley_offset = [0, 0]
tile_size = 50
tilemap = pygame.image.load('PewPewProject/tilemap.png')
tiles = []
collision_tiles = []
enemy_spawns = []

def Build_Level():
global tiley,tilex
tiley = -1
for rows in level:
tilex = -1
tiley += 1
for tile in rows:
tilex += 1
if tile == '1':  
tile_rect = pygame.draw.rect(screen, (100, 100, 100), (tilex*tile_size+tilex_offset, tiley*tile_size+tiley_offset, tile_size, tile_size))
tiles.append(tile_rect)
elif tile == '0':
pass
elif tile == 'E':
enemy_spawns.append([tilex, tiley])
elif tile == 'S':
pygame.draw.rect(screen, (50, 255, 100), (tilex*tile_size+tilex_offset, tiley*tile_size+tiley_offset, tile_size, tile_size))
elif tile == 'R':
pygame.draw.rect(screen, (255, 50, 50), (tilex*tile_size+tilex_offset, tiley*tile_size+tiley_offset, tile_size, tile_size))
else:
print("Wrong Map Input")



def random_except(start, end, exception_start, exception_end):
num = random.randint(start, end)
while num >= exception_start and num <= exception_end:
num = random.randint(start, end)
return num


class Player:
def __init__(self, health, speed, x, y, size, healthboost, collision_tiles):
self.speed = speed
self.x = x
self.y = y
self.y_vel = 0
self.x_vel = 0
self.size = size
self.hitbox = pygame.draw.rect(screen, (230, 100, 100), (self.x, self.y, self.size, self.size))
self.gunsurface = pygame.Surface((90, 25), pygame.SRCALPHA)
self.healthboost = healthboost
self.health = health * healthboost
self.rotated_gunsurface = self.gunsurface
self.gunsurface.fill((150, 150, 150))
self.gunrect = self.gunsurface.get_rect()
self.rect = self.hitbox
self.projectiles = [Projectile(-100, 0, 0)]
self.last_shot_time = 0
self.cooldown = 0.5
self.is_slowed = False
self.alive = True

def xCollision(self):
for tile in tiles:
if tile.colliderect(self.rect):
if self.x_vel >= 1:
self.rect.right = tile.left
elif self.x_vel <= -1:
self.rect.left = tile.right
def yCollision(self):
for tile in tiles:
if tile.colliderect(self.rect):
if self.y_vel >= 1:
self.rect.bottom = tile.top
elif self.y_vel <= -1:
self.rect.top = tile.bottom

def Render(self):
self.rect = pygame.draw.rect(screen, (230, 100, 100), (self.x, self.y, self.size, self.size))
self.Gun()
def Alive(self):
if self.health <= 0:
self.alive = False

def GUI(self):
self.empty_health_bar = pygame.draw.rect(screen, (200, 20, 20), (screen.get_width()/4, 10,466, 25))
self.health_bar = pygame.draw.rect(screen, (20, 200, 20), (screen.get_width()/4, 10, self.health*4.66/self.healthboost, 25))
pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4, 10),(screen.get_width()/4+466, 10), 2)
pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4, 35),(screen.get_width()/4+466, 35), 2)
pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4, 10), (screen.get_width()/4, 35), 2)
pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4+466, 10), (screen.get_width()/4+466, 35), 2)





def Gun(self):
cursor_x, cursor_y = pygame.mouse.get_pos()
dx = cursor_x - (self.x + self.size)
dy = cursor_y - (self.y + self.size)
angle = math.atan2(dy, dx)
self.rotated_gunsurface = pygame.transform.rotate(self.gunsurface, math.degrees(angle * -1))
self.gunrect = self.rotated_gunsurface.get_rect(center = (self.x+self.size/2, self.y+self.size/2))
screen.blit(self.rotated_gunsurface, (self.gunrect.x, self.gunrect.y))
def Shoot(self):
if pygame.key.get_pressed()[pygame.K_e]:
current_time = time.time()
if current_time - self.last_shot_time > self.cooldown:
pop_sound.play()
cursor_x, cursor_y = pygame.mouse.get_pos()
dx = cursor_x - (self.x + self.size/2)
dy = cursor_y - (self.y + self.size/2)
angle = math.atan2(dy, dx)
self.projectiles.append(Projectile(self.x+self.size/2, self.y+self.size/2, angle))
self.last_shot_time = current_time
self.cooldown = 0.1

def Movement(self):
global tiley_offset, tilex_offset
keys = pygame.key.get_pressed()

if self.x >= screen.get_width()-100-self.size: # Move to the RIGHT
if keys[pygame.K_d]:
tilex_offset -= self.speed
if keys[pygame.K_a]:
self.x_vel = -self.speed
if not self.y <= 100:
if keys[pygame.K_w]:
self.y_vel = -self.speed
else:
if keys[pygame.K_w]:
tiley_offset += self.speed

if not self.y >= screen.get_height()-100-self.size:
if keys[pygame.K_s]:
self.y_vel = self.speed
else:
if keys[pygame.K_s]:
tiley_offset -= self.speed

elif self.x <= 100: # Move to the LEFT
if keys[pygame.K_a]:
tilex_offset += self.speed
if keys[pygame.K_d]:
self.x_vel = self.speed
if not self.y <= 100:
if keys[pygame.K_w]:
self.y_vel = -self.speed
else:
if keys[pygame.K_w]:
tiley_offset += self.speed
if not self.y >= screen.get_height()-100-self.size:
if keys[pygame.K_s]:
self.y_vel = self.speed
else:
if keys[pygame.K_s]:
tiley_offset -= self.speed

elif self.y >= screen.get_height()-100-self.size: # Move DOWN
if keys[pygame.K_s]:
tiley_offset -= self.speed
if keys[pygame.K_w]:
self.y_vel = -self.speed
if keys[pygame.K_a]:
self.x_vel =- self.speed
if keys[pygame.K_d]:
self.x_vel = self.speed

elif self.y <= 100: # Move UP
if keys[pygame.K_w]:
tiley_offset += self.speed
if keys[pygame.K_s]:
self.y_vel = self.speed
if keys[pygame.K_a]:
self.x_vel = -self.speed
if keys[pygame.K_d]:
self.x_vel = self.speed
else: # Default Movement
if keys[pygame.K_w]:
self.y_vel = -self.speed
if keys[pygame.K_s]:
self.y_vel = self.speed
if keys[pygame.K_a]:
self.x_vel = -self.speed
if keys[pygame.K_d]:
self.x_vel = self.speed

self.x += self.x_vel
self.xCollision()
self.y += self.y_vel
self.yCollision()


self.y_vel = 0
self.x_vel = 0


class Projectile:
def __init__(self, x, y, angle):
self.x = x
self.y = y
self.angle = angle
self.speed = 8
self.hitbox = pygame.Rect(self.x, self.y, 5,5)

def Move(self):
self.x += math.cos(self.angle) * self.speed
self.y += math.sin(self.angle) * self.speed

def Render(self):
self.hitbox = pygame.draw.circle(screen, (255, 255, 0), (int(self.x), int(self.y)), 7)



class Enemy:
def __init__(self, health, main_speed, tag, size, player, x, y):
self.health = health
self.main_speed = 3
self.tag = tag
self.size = size
self.player = player
self.speed = 3
self.x = x
self.y = y
self.alive = True
def Destroy(self):
self.alive = False

def Spawning(self):
self.hitbox = pygame.draw.rect(screen, (100, 240, 100), (self.x + tilex_offset, self.y + tiley_offset, self.size, self.size))
def Movement(self):
dx = self.player.x - self.x
dy = self.player.y - self.y
angle = math.atan2(dy - tiley_offset, dx - tilex_offset)
self.x += self.speed * math.cos(angle)
self.y += self.speed * math.sin(angle)




def main():
player = Player(100, 3, screen.get_width()/2-50, screen.get_height()/2-50, 50, 1, tiles)
enemies = []
def Spawn_enemies(num_enemies, player):
for i in range(num_enemies):
x, y = random.choice(enemy_spawns)
enemy = Enemy(1, 1, i, 25, player, x*tile_size, y*tile_size)
enemies.append(enemy)
print(x, y)

running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Main Loop
screen.fill((100, 100, 200))
# usage 
spawn_enemies_chance = random.randint(0, 200)
number_of_enemies = len(enemies)
if spawn_enemies_chance == 1 and number_of_enemies <= 4:
Spawn_enemies(1,player)
Build_Level()
# enemy
for enemy in enemies:
if enemy.alive:
enemy.Movement()
enemy.Spawning()
for projectile in player.projectiles:
if enemy.hitbox.colliderect(projectile.hitbox):
enemy.health -= 1
pop_sound.play()
if enemy.health <= 0:
enemy.alive = False
enemies.remove(enemy)
player.projectiles.remove(projectile)
keys = pygame.key.get_pressed()
if keys[pygame.K_LSHIFT]: # Slow things down by 3 times
player.is_slowed = True
for enemy in enemies:
enemy.speed = enemy.main_speed / 3
for projectile in player.projectiles:
projectile.speed = 2.6
player.speed = 1
player.cooldown = 1.5
spawn_enemies_chance = random.randint(0, 1500)
else:
player.is_slowed = False
for enemy in enemies:
enemy.speed = enemy.main_speed
for projectile in player.projectiles:
projectile.speed = 8
player.speed = 3
player.cooldown = 0.5
spawn_enemies_chance = random.randint(0, 500)

# Get Hurt
for enemy in enemies:
if enemy.hitbox.colliderect(player):
player.health -= 10
enemies.remove(enemy)



# Projectiles
for i, projectile in enumerate(player.projectiles):
projectile.Move()
projectile.Render()
if projectile.x < 0 or projectile.x > screen.get_width() or projectile.y < 0 or projectile.y > screen.get_height():
player.projectiles.pop(i)
# player
player.Alive()
player.Movement()
player.Shoot()
player.Render()
# Renders the UI ontop of everything
player.GUI()

pygame.display.update()
clock.tick(fps)
pygame.quit()

# DO NOT DISTURB!
if __name__ == "__main__":
main()
我真的不知道为什么它不工作,但我想我知道为什么它滞后。它必须检查每个贴图每一帧的碰撞,这会导致一些延迟,如果你有一个大地图,我相信,这只是我的想法。

实际问题不在于碰撞检测,而在于在应用程序循环中调用了Build_Level。因此,随着时间的推移,tilesenemy_spawns列表包含越来越多的元素,您的代码变得越来越慢。为了解决您的问题,将函数分为两个函数,build_leveldraw_level。在应用程序循环之前调用build_level,但在应用程序循环中调用draw_level:

def build_level():
for tiley, rows in enumerate(level):
for tilex, tile in enumerate(rows):
if tile == '1':
tile_rect = pygame.Rect(tilex*tile_size+tilex_offset, tiley*tile_size+tiley_offset, tile_size, tile_size)  
tiles.append(tile_rect)
elif tile == '0':
pass
elif tile == 'E':
enemy_spawns.append([tilex, tiley])
elif tile == 'S':
pass
elif tile == 'R':
pass
else:
print("Wrong Map Input")
def draw_level():
for tiley, rows in enumerate(level):
for tilex, tile in enumerate(rows):
color = None
if tile == '1':
color = (100, 100, 100)
elif tile == 'S':
color = (50, 255, 100)
elif tile == 'R':
color = (255, 50, 50)
if color:
pygame.draw.rect(screen, color, (tilex*tile_size+tilex_offset, tiley*tile_size+tiley_offset, tile_size, tile_size))
def main():
# [...]
build_level()
running = True
while running:
# [...]
draw_level()