我正在制作一个游戏,你可以用精灵跳跃,障碍物正在向你移动。我制作了一个精灵面具并尝试使用精灵碰撞功能,但没有任何反应:为了检查碰撞是否发生,我做了一个简单的打印声明。我尝试与自己碰撞玩家精灵并碰撞它起作用。因此,我在解决遗漏或错误的问题。
Background image
Player image
Obstacle image
import pygame, random
pygame.init()
W, H = 800,600
HW, HH = W/2,H/2
AREA = W * H
bg = pygame.image.load('Linn.png')
bg = pygame.transform.scale(bg, (800, 600))
DS = pygame.display.set_mode((W,H))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py, paat, veerg, rida):
super(Player,self).__init__()
'''Mangija huppamine'''
self.x = x
self.y = y
self.jumping = False
self.platform_y = py
self.velocity_index = 0
'''Sprite sheet'''
self.paat = pygame.image.load('STlaev.png').convert_alpha() #pildi uleslaadimine
self.paat = pygame.transform.scale(self.paat,(300,200)) #muutmaks pilti vaiksemaks
self.rect = self.paat.get_rect()
'''Sprite sheeti piltide jaotamine pikslite jargi'''
self.veerg = veerg
self.rida = rida
self.kokku = veerg * rida
W = self.veergL = self.rect.width/veerg
H = self.weegK = self.rect.height/rida
HW,HH = self.veergKeskel = (W/2,H/2)
self.veerg = list([(index % veerg * W, int(index/veerg) * H,W,H )for index in range(self.kokku)])
self.handle = list([ #pildi paigutamise voimalikud positsioonid
(0, 0), (-HW, 0), (-W, 0),
(0, -HH), (-HW, -HH), (-W, -HH),
(0, -W), (-HW, -H), (-W, -H),])
self.mask = pygame.mask.from_surface(self.paat)
def do_jumpt(self):
'''Huppamine: kiirus, korgus, platvorm'''
global velocity
if self.jumping:
self.y += velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(velocity) - 1:
self.velocity_index = len(velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0
def draw(self, DS,veergindex,x,y,handle=0):
DS.blit(self.paat,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])
def do(self):
'''Funktsioonide kokkupanek'''
self.do_jumpt()
p.draw(DS,index%p.kokku,300,300,0)
def update(self):
self.rect.center = self.x, self.y
p = Player(310, 200, 200, 'STlaev.png', 4, 1) #Mangija algkordinaadid, huppe korgus, pilt, sprite valik
velocity = list([(i/ 2.0)-14 for i in range (0,50)]) #Huppe ulatus
index = 3
def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True
class Obsticles(pygame.sprite.Sprite):
'''Game obsticles: **'''
#img = pygame.image.load(os.path.join('images', 'box.png'))
def __init__(self, x, y, width, height):
super(Obsticles,self).__init__()
self.img = pygame.image.load('box.png').convert_alpha()
self.img = pygame.transform.scale(self.img, (64,64))
self.rect = self.img.get_rect()
self.x = x
self.y = y
self.width = width
self.height = height
self.mask = pygame.mask.from_surface(self.img)
def draw(self, DS):
'''Obsticle img blitting and hitbox'''
DS.blit(self.img, (self.x, self.y))
def update(self):
self.rect.center = self.x, self.y
def redrawWindow():
'''Obsticle loop'''
for i in objects:
i.draw(DS)
pygame.time.set_timer(pygame.USEREVENT+2, random.choice([3000,2000,1000,800]))
objects = []
'''Sprites'''
sprites = pygame.sprite.Group()
obsticles = Obsticles(832,300,64,64)
p = Player(310, 200, 200, 'STlaev.png', 4, 1)
all_sprites = pygame.sprite.Group(p,obsticles)
ob = pygame.sprite.Group(obsticles)
x=0
while True:
'''Game loop'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.USEREVENT+2:
r = random.randrange(0,2)
if r == 0:
objects.append(Obsticles(832,300,64,64))
'''Obsticle speed and deleting'''
for i in objects:
i.x -= 5 #the speed of the obsticle
if i.x < -64: #deleting obsticle from the window
objects.pop(objects.index(i))
'''Background movement'''
back_x = x % bg.get_rect().width
DS.blit(bg, (back_x - bg.get_rect().width, 0))
if back_x < W:
DS.blit(bg, (back_x, 0))
x -= 1
'''Sprites'''
all_sprites.update()
collided = pygame.sprite.spritecollide(p,ob,True,pygame.sprite.collide_mask)
for i in collided:
print('Collision.')
'''Funktsioonid'''
keys(p)
p.do()
index+=1
redrawWindow()
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
答案 0 :(得分:1)
问题是您只将障碍精灵附加到objects
列表,而不是all_sprites
和ob
组。行all_sprites.update()
调用所有包含的精灵的update
方法,并且由于您的障碍不在此组中,因此不会更新该行。您还必须将它们添加到ob
组,因为它用于碰撞检测。
我建议删除objects
列表,然后将障碍精灵添加到两个组中。
class Obsticles(pygame.sprite.Sprite):
def __init__(self, x, y): # Removed width and height parameters.
super(Obsticles, self).__init__()
# Note that it would be more efficient to load the image
# once in the global scope instead of loading it from the
# hard disk again and again.
# Also call the attribute `self.image`, then you can draw all
# sprites by calling `all_sprites.draw(DS)` in the main loop.
self.image = pygame.image.load('box.png').convert_alpha()
self.image = pygame.transform.scale(self.image, (64, 64))
self.rect = self.image.get_rect(center=(x, y))
self.x = x
self.y = y
self.speed = -5
self.mask = pygame.mask.from_surface(self.image)
def draw(self, DS):
'''Obsticle img blitting and hitbox'''
DS.blit(self.img, (self.x, self.y))
def update(self):
self.x += self.speed # Move the obstacle.
# Update the rect because it's used to blit the
# sprite and for the collision detection.
self.rect.center = self.x, self.y
if self.x < -64: # Delete the obstacle.
# `kill()` removes this obstacle sprite from all sprite groups.
self.kill()
def redrawWindow():
"""Draw the obstacles."""
for i in ob: # Uses the ob group now.
i.draw(DS)
obsticles = Obsticles(832, 300)
# Use comprehensible variable names.
p = Player(310, 200, 200, 'STlaev.png', 4, 1)
all_sprites = pygame.sprite.Group(p, obsticles)
ob = pygame.sprite.Group(obsticles)
x = 0
done = False
while not done:
# ---Handle the events.---
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.USEREVENT+2:
r = random.randrange(0, 2)
if r == 0:
obsticles = Obsticles(832, 300)
# Add the obstacle to both groups.
ob.add(obsticles)
all_sprites.add(obsticles)
keys(p)
# ---Game logic.---
all_sprites.update()
collided = pygame.sprite.spritecollide(p, ob, True, pygame.sprite.collide_mask)
for i in collided:
print('Collision.')
index += 1
# Background movement.
x -= 1
back_x = x % bg.get_rect().width
# ---Draw everything.---
DS.blit(bg, (back_x - bg.get_rect().width, 0))
if back_x < W:
DS.blit(bg, (back_x, 0))
p.do()
redrawWindow()
pygame.display.update()
clock.tick(60)
pygame.quit()