Вот что я описал в комментарии. Проверьте, не сталкиваются ли спрайты (я использую здесь функции spritecollide
и pygame.sprite.collide_mask
), а затем используйте нормализованный отрицательный вектор скорости, чтобы переместить игрока назад, пока он больше не сталкивается с препятствием. .
import pygame as pg
from pygame.math import Vector2
pg.init()
screen = pg.display.set_mode((800, 600))
GRAY = pg.Color('gray12')
CIRCLE_BLUE = pg.Surface((70, 70), pg.SRCALPHA)
pg.draw.circle(CIRCLE_BLUE, (0, 0, 230), (35, 35), 35)
CIRCLE_RED = pg.Surface((170, 170), pg.SRCALPHA)
pg.draw.circle(CIRCLE_RED, (230, 0, 0), (85, 85), 85)
class Player(pg.sprite.Sprite):
def __init__(self, pos, key_left, key_right, key_up, key_down):
super().__init__()
self.image = CIRCLE_BLUE
self.mask = pg.mask.from_surface(self.image)
self.rect = self.image.get_rect(topleft=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(self.rect.topleft)
self.dt = 0.03
self.key_left = key_left
self.key_right = key_right
self.key_up = key_up
self.key_down = key_down
def handle_event(self, event):
if event.type == pg.KEYDOWN:
if event.key == self.key_left:
self.vel.x = -230
elif event.key == self.key_right:
self.vel.x = 230
elif event.key == self.key_up:
self.vel.y = -230
elif event.key == self.key_down:
self.vel.y = 230
elif event.type == pg.KEYUP:
if event.key == self.key_left and self.vel.x < 0:
self.vel.x = 0
elif event.key == self.key_right and self.vel.x > 0:
self.vel.x = 0
elif event.key == self.key_down and self.vel.y > 0:
self.vel.y = 0
elif event.key == self.key_up and self.vel.y < 0:
self.vel.y = 0
def update(self, dt):
self.pos += self.vel * dt
self.rect.center = self.pos
class Obstacle(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = CIRCLE_RED
self.mask = pg.mask.from_surface(self.image)
self.rect = self.image.get_rect(topleft=pos)
class Game:
def __init__(self):
self.done = False
self.clock = pg.time.Clock()
self.screen = screen
self.player = Player((100, 50), pg.K_a, pg.K_d, pg.K_w, pg.K_s)
obstacle = Obstacle((300, 240))
self.all_sprites = pg.sprite.Group(self.player, obstacle)
self.obstacles = pg.sprite.Group(obstacle)
def run(self):
while not self.done:
self.dt = self.clock.tick(60) / 1000
self.handle_events()
self.run_logic()
self.draw()
pg.quit()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.MOUSEBUTTONDOWN:
if event.button == 2:
print(BACKGROUND.get_at(event.pos))
self.player.handle_event(event)
def run_logic(self):
self.all_sprites.update(self.dt)
collided_sprites = pg.sprite.spritecollide(
self.player, self.obstacles, False, pg.sprite.collide_mask)
for obstacle in collided_sprites:
# The length of the velocity vector tells us how many steps we need.
for _ in range(int(self.player.vel.length())+1):
# Move back. Use the normalized velocity vector.
self.player.pos -= self.player.vel.normalize()
self.player.rect.center = self.player.pos
# Break out of the loop when the masks aren't touching anymore.
if not pg.sprite.collide_mask(self.player, obstacle):
break
def draw(self):
self.screen.fill(GRAY)
self.all_sprites.draw(self.screen)
pg.display.flip()
if __name__ == '__main__':
Game().run()