使用该
pygame.mask.from_surface函数为您的精灵赋予
self.mask属性。
self.mask = pygame.mask.from_surface(self.image)
然后,您可以将
pygame.sprite.collide_mask回调函数传递给sprite碰撞函数之一,例如
pygame.sprite.spritecollide,碰撞检测将是完美的像素。
pygame.sprite.spritecollide(self.player, self.enemies, False, pygame.sprite.collide_mask)
这是一个完整的示例(当两个精灵碰撞时,标题会更改):
import pygame as pgclass Player(pg.sprite.Sprite): def __init__(self, pos): super(Player, self).__init__() self.image = pg.Surface((120, 120), pg.SRCALPHA) pg.draw.polygon(self.image, (0, 100, 240), [(60, 0), (120, 120), (0, 120)]) self.rect = self.image.get_rect(center=pos) self.mask = pg.mask.from_surface(self.image)class Enemy(pg.sprite.Sprite): def __init__(self, pos): super(Enemy, self).__init__() self.image = pg.Surface((120, 120), pg.SRCALPHA) pg.draw.circle(self.image, (240, 100, 0), (60, 60), 60) self.rect = self.image.get_rect(center=pos) self.mask = pg.mask.from_surface(self.image)class Game: def __init__(self): self.screen = pg.display.set_mode((640, 480)) self.player = Player((20, 20)) self.enemies = pg.sprite.Group(Enemy((320, 240))) self.all_sprites = pg.sprite.Group(self.player, self.enemies) self.done = False self.clock = pg.time.Clock() def run(self): while not self.done: self.event_loop() self.update() self.draw() pg.display.flip() self.clock.tick(60) def event_loop(self): for event in pg.event.get(): if event.type == pg.QUIT: self.done = True elif event.type == pg.MOUSEMOTION: self.player.rect.center = event.pos def update(self): # Check if the player collides with an enemy sprite. The # `pygame.sprite.collide_mask` callback uses the `mask` # attributes of the sprites for the collision detection. if pg.sprite.spritecollide(self.player, self.enemies, False, pg.sprite.collide_mask): pg.display.set_caption('collision') else: pg.display.set_caption('no collision') def draw(self): self.screen.fill((30, 30, 30)) self.all_sprites.draw(self.screen)if __name__ == '__main__': pg.init() game = Game() game.run() pg.quit()
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