早些时候,我们修复了代码的滞后,之前,游戏使精灵滞后。我们解决了这个问题,但是这次它一直让sprite飞得太高而且屏幕不会再回落......我们能做些什么才能让精灵(罂粟)跳得不那么高?
import pygame, sys
from pygame.locals import *
pygame.init()
class Poppy(pygame.sprite.Sprite):
def __init__(self): #making the player
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('POPPY.png')
self.rect = self.image.get_rect()
self.grav = .5
self.y_vel = 5
self.jumping = False
def jump_update(self): #checking the jumps
if self.jumping:
self.y_vel += self.grav
self.rect.y += self.y_vel
def jump(self): #the jump initializer
if not self.jumping:
self.y_vel = -50
self.jumping = True
def keys(self): #the keys
key = pygame.key.get_pressed()
dist = 5
if key[pygame.K_RIGHT]: # right key
self.rect.x += dist # move right
elif key[pygame.K_LEFT]: # left key
self.rect.x -= dist
def collide_check(self, platform_list): #check if it hit the ground or the platforms
for blocks in platform_list:
if pygame.sprite.collide_rect(self, blocks) == True:
self.rect.y = blocks.top
if self.rect.y >= 600-self.rect.height: # BALL HITS TOP AND BOTTOM
self.y_vel = 0
self.rect.y = 600 - self.rect.height
self.jumping = False
def move(self):
self.rect.y += self.y_vel
def draw(self, surface):
surface.blit(self.image, (self.rect.x, self.rect.y))
class Platform(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('levoneplatform.png')
self.rect = self.image.get_rect()
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('enemy.png')
self.rect = self.image.get_rect()
class Menu():
def __init__(self):
self.background_image = pygame.image.load('menu.png').convert_alpha()
def update(self):
screen.blit(self.background_image, [0,0])
class LevOne():
def __init__(self):
self.background_image = pygame.image.load('night.png').convert_alpha()
platforms_one = [ (200,300),
(50,500),
(550,650),
(300,200),
(120,100)
]
for k,v in platforms_one:
platform = Platform()
enemy = Enemy()
platform.rect.x = k
enemy.rect.x = k
platform.rect.y = v
enemy.rect.y = v - 44
platform_list.add(platform)
enemy_list.add(enemy)
def update(self):
screen.blit(self.background_image, [0, 0])
class LevTwo():
def __init__(self):
self.background_image = pygame.image.load('night.png').convert_alpha()
platforms_two = platforms_two = [ (300,400),
(500,500),
(100,300),
(300,100),
]
for k,v in platforms_two:
platform = Platform()
enemy = Enemy()
platform.rect.x = k
enemy.rect.x = k
platform.rect.y = v
enemy.rect.y = v - 44
platform_list.add(platform)
enemy_list.add(enemy)
def update(self):
screen.blit(self.background_image, [0,0])
screen = pygame.display.set_mode((800,600))
enemy_list = pygame.sprite.Group()
platform_list = pygame.sprite.Group()
Poppy = Poppy()
Menu = Menu()
LevOne = LevOne()
clock = pygame.time.Clock()
level = 1
while True:
clock.tick(60)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_SPACE:
Poppy.jump()
Menu.update()
if event.type == MOUSEBUTTONDOWN:
x,y = pygame.mouse.get_pos()
if x >= 544.86 and x <= 700.86 and y <= 385.02 and y >= 340.03:
level = 1
if level == 1:
Poppy.keys()
Poppy.move()
LevOne.update()
Poppy.draw(screen)
platform_list.draw(screen)
enemy_list.draw(screen)
pygame.display.update()
if level == 2:
second_lives = 3
LevTwo.update()
Poppy.keys()
Poppy.move()
platform_list.draw(screen)
enemy_list.draw(screen)
Poppy.draw(screen)
pygame.display.update()
答案 0 :(得分:1)
您已将重力设定为0.5单位/秒^ 2,但以-50单位/秒的速度跳跃;角色再开始下降需要将近两分钟的时间!
增加重力,或者将跳跃的速度降低到-3。
编辑:
在move()
或update()
函数中的某处调用此函数:
def jump_update(self): #checking the jumps
if self.jumping:
self.y_vel += self.grav
self.rect.y += self.y_vel
现在它还没有被使用。