我的问题:
在我进入游戏时,我想添加一些功能,如双跳,墙跳等。
但是我的碰撞检测遇到了问题,我似乎无法理顺它
问题是,当我的角色与地面碰撞时,它会记录一次碰撞
然而,即使我在地上,下一次打勾也不再是登记碰撞
这会产生检测我是否与墙碰撞或者我是否正在与地面碰撞等问题
这造成了更多的问题,因为当它没有检测到碰撞时,我的y速度将不断减小
因此,我的播放器具有恒定的y速度,而不是在地面时仅为0。
示例:
正如你在左下角看到的那样,我的y-velocity正在通过这样的数字反弹:
0
0
0.3
0.6
0.9
然后它重新开始。CODE:
import pygame
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
#pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
up = down = left = right = space = False
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
plants = []
space_num = 0
x = 0
y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP",
"P PPPP",
"P PPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
if col == "p":
p = Plant(x, y)
plants.append(p)
entities.add(p)
x += 32
y += 32
x = 0
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYDOWN and e.key == K_SPACE:
if space_num < 6:
space = True
space_num += 1
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_SPACE:
space = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
# update player, draw everything else
player.update(up, down, left, right, platforms, space)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
#def simple_camera(camera, target_rect):
# l, t, _, _ = target_rect
# _, _, w, h = camera
# return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(400, 400, 32, 32)
def update(self, up, down, left, right, platforms, space):
if space:
if not self.onGround:
self.yvel = -12
if self.onGround:
self.yvel = 0
else:
if up:
if self.onGround: self.yvel -= 10 # only jump if on the ground
if down:
pass
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 40: self.yvel = 40 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0: self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#DDDDDD"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("bush.png")
class Decoration(Entity):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Plant(Decoration):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((64, 64))
self.image.convert()
#self.image = pygame.image.load("bush.png")
self.rect = Rect(x, y, 64, 64)
if __name__ == "__main__":
main()
答案 0 :(得分:1)
看起来每当空间没有按下时,更新代码就会让你在空中:
def update(self, up, down, left, right, platforms, space):
if space:
else:
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
如果角色没有移动单个像素与平台重叠,那么pygame的碰撞代码可能没有检测到碰撞,而是相反,它恰好就在它上面?在这种情况下,你会经历一个落地循环,将yvel设置为0.好吧,我们正在下降,0.3,下降,0.6,下降,0.9,下降......好吧我们移动了1个像素并且我们重叠了,我们登陆,将yvel设置为0.并在开始时重复。