Mask是二值化的图像
蒙版是二值化的图像,每个像素的值只能是0或1。
2
mask(蒙版)的用途:
碰撞检测;部分着色
和字母的碰撞
当玩家碰到字母\alpha时,改变玩家颜色为绿色,否则为红色。注意:我们希望碰到字母\alpha时才变色,而不是碰到字母\alpha所在的矩形就变色。
矩形碰撞
# collision
if pygame.sprite.spritecollide(player.sprite,obstacle,False):
if pygame.sprite.spritecollide(player.sprite,obstacle,False,pygame.sprite.collide_mask):
player.sprite.image.fill('green')
else:
player.sprite.image.fill('red')
这里我们先用普通的精灵碰撞检测(矩形碰撞),如果发生了矩形碰撞,在使用蒙版碰撞将pygame.sprite.collide_mask
作为参数传入pygame.sprite.spritecollide
。因为矩形检测比蒙版检测速度快很多,这样做可以减少蒙版检测的次数,提高效率。
https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.spritecollide
完整代码:
import pygame, sys
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((40,40))
self.image.fill('red')
self.rect = self.image.get_rect(center = (300,300))
self.mask = pygame.mask.from_surface(self.image)
def update(self):
if pygame.mouse.get_pos():
self.rect.center = pygame.mouse.get_pos()
class Obstacle(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load('alpha.png').convert_alpha()
self.rect = self.image.get_rect(center = (400,400))
self.mask = pygame.mask.from_surface(self.image)
# pygame setup
pygame.init()
screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
# group setup
player = pygame.sprite.GroupSingle(Player())
obstacle = pygame.sprite.GroupSingle(Obstacle())
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('white')
obstacle.draw(screen)
# updating and drawing
player.update()
player.draw(screen)
# collision
if pygame.sprite.spritecollide(player.sprite,obstacle,False):
if pygame.sprite.spritecollide(player.sprite,obstacle,False,pygame.sprite.collide_mask):
player.sprite.image.fill('green')
else:
player.sprite.image.fill('red')
pygame.display.update()
clock.tick(60)
图片轮廓
将字母\alpha的轮廓变成橘色。我们需要:
5
import pygame,sys
pygame.init()
screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
# creating the obstacle
obstacle_surf = pygame.image.load('alpha.png').convert_alpha()
obstacle_pos = (100,100)
# 1. surface -> mask
obstacle_mask = pygame.mask.from_surface(obstacle_surf)
# 2. mask -> surface
new_obstacle_surf = obstacle_mask.to_surface()
# 与colorkey相同的像素变透明
new_obstacle_surf.set_colorkey((0,0,0))
# 4. filling in the surface with a color
surf_w,surf_h = new_obstacle_surf.get_size()
for x in range(surf_w):
for y in range(surf_h):
if new_obstacle_surf.get_at((x,y))[0] != 0:
new_obstacle_surf.set_at((x,y),'orange')
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('grey')
# complex way for a outline
offset = 4
screen.blit(new_obstacle_surf,(obstacle_pos[0] + offset,obstacle_pos[1])) # right
screen.blit(new_obstacle_surf,(obstacle_pos[0] - offset,obstacle_pos[1])) # left
screen.blit(new_obstacle_surf,(obstacle_pos[0], obstacle_pos[1] - offset)) # top
screen.blit(new_obstacle_surf,(obstacle_pos[0], obstacle_pos[1] + offset)) # bottom
screen.blit(new_obstacle_surf,(obstacle_pos[0] + offset, obstacle_pos[1] - offset)) # topright
screen.blit(new_obstacle_surf,(obstacle_pos[0] + offset, obstacle_pos[1] + offset)) # bottomright
screen.blit(new_obstacle_surf,(obstacle_pos[0] - offset, obstacle_pos[1] + offset)) # bottomleft
screen.blit(new_obstacle_surf,(obstacle_pos[0] - offset, obstacle_pos[1] - offset)) # topleft
screen.blit(obstacle_surf,obstacle_pos)
# simple way to create an outline from a mask
# for point in obstacle_mask.outline():
# x = point[0] + obstacle_pos[0]
# y = point[1] + obstacle_pos[1]
# pygame.draw.circle(screen,'red',(x,y),1)
pygame.display.update()
clock.tick(60)
重叠部分着色
overlap_mask
获得重叠部分的maskimport pygame,sys
pygame.init()
screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
# ship setup
ship_surf = pygame.image.load('ship.png').convert_alpha()
ship_overlay_surf = pygame.image.load('ship.png').convert_alpha()
ship_rect = ship_surf.get_rect(center = (300,300))
ship_mask = pygame.mask.from_surface(ship_surf)
# obstacle setup
obstacle_surf = pygame.image.load('alpha.png').convert_alpha()
obstacle_pos = (100,100)
obstacle_mask = pygame.mask.from_surface(obstacle_surf)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('white')
# obstacle
screen.blit(obstacle_surf,obstacle_pos)
# moving part
if pygame.mouse.get_pos():ship_rect.center = pygame.mouse.get_pos()
screen.blit(ship_surf,ship_rect)
# mask coloring
offset_x = obstacle_pos[0] - ship_rect.left
offset_y = obstacle_pos[1] - ship_rect.top
if ship_mask.overlap(obstacle_mask,(offset_x,offset_y)):
new_mask = ship_mask.overlap_mask(obstacle_mask,(offset_x,offset_y))
new_surf = new_mask.to_surface()
new_surf.set_colorkey((0,0,0))
surf_w, surf_h = new_surf.get_size()
for x in range(surf_w):
for y in range(surf_h):
if new_surf.get_at((x,y))[0] != 0:
new_surf.set_at((x,y),'orange')
screen.blit(new_surf,ship_rect)
pygame.display.update()
clock.tick(60)