我正在使用pygame中的平台游戏,以学习引擎。
我有它创建块的多个实例,并且我有一个可以以越来越快的速度下降的玩家对象。我怎样才能让玩家在击中阻挡时不会掉头?这是我的代码:
#imports
import pygame, sys
from pygame.locals import *
#init game
pygame.init()
screen = pygame.display.set_mode((640,480))
pygame.key.set_repeat(True)
clock = pygame.time.Clock()
#classes
class playerClass:
x = 100
y = 100
boundingBox_x = 32
boundingBox_y = 32
sprite = pygame.image.load("Image2.png").convert_alpha()
class Block(object):
sprite = None
def __init__(self, x, y):
if not Block.sprite:
Block.sprite = pygame.image.load("Image1.png").convert_alpha()
self.rect = Block.sprite.get_rect(top=y, left=x)
#objects
playerObject = playerClass()
blocks = []
blocks.append(Block(0, 14*32))
blocks.append(Block(1*32, 14*32))
blocks.append(Block(2*32, 14*32))
blocks.append(Block(3*32, 14*32))
blocks.append(Block(4*32, 14*32))
blocks.append(Block(5*32, 14*32))
blocks.append(Block(6*32, 14*32))
blocks.append(Block(7*32, 14*32))
blocks.append(Block(8*32, 14*32))
blocks.append(Block(9*32, 14*32))
blocks.append(Block(10*32, 14*32))
blocks.append(Block(11*32, 14*32))
blocks.append(Block(12*32, 14*32))
blocks.append(Block(13*32, 14*32))
blocks.append(Block(14*32, 14*32))
blocks.append(Block(15*32, 14*32))
blocks.append(Block(16*32, 14*32))
blocks.append(Block(17*32, 14*32))
blocks.append(Block(18*32, 14*32))
blocks.append(Block(19*32, 14*32))
blocks.append(Block(0, 13*32))
blocks.append(Block(19*32, 13*32))
blocks.append(Block(0, 13*32))
blocks.append(Block(19*32, 13*32))
blocks.append(Block(0, 12*32))
blocks.append(Block(19*32, 12*32))
blocks.append(Block(0, 11*32))
blocks.append(Block(19*32, 11*32))
#colors
white = 255,255,255
#variables
up = False
down = False
right = False
left = False
xspeed = 0
yspeed = 0
gspeed = 0.2
#functions
#main loop
quitting = False
while quitting == False:
for event in pygame.event.get():
#event processing
if event.type == pygame.QUIT:
quitting = True
#game logic
yspeed += gspeed
playerObject.y += yspeed
#drawing
screen.fill((white))
screen.blit(playerObject.sprite,(playerObject.x,playerObject.y))
for block in blocks:
screen.blit(block.sprite, block.rect)
pygame.display.flip()
#ending
clock.tick(60)
另外,我知道我正在使用大量代码来构建关卡。我正在研究一个系统来读取txt文件的级别。谢谢
答案 0 :(得分:2)
执行此操作的简单方法是使用pygame.sprite
模块,该模块专为此类设计而设计。
该页面上的示例显示了您要执行的大部分操作; pygame附带的Shooter示例显示了所有细节。
但简单地说:将Block
和Player
设为sprite.Sprite
的两个子类,将所有Block
放入精灵组而不只是列表,然后使用{{ 1}},这就是它的全部内容。
如果你想手动完成,那么<em> 就更难了。您需要像对每个块一样跟踪播放器的边界矩形,然后代替此:
spritecollideany(player, block_group)
...你这样做:
spritecollideany(player, block_group)
一般来说,player.rect.collidelist([block.rect for block in blocks]) != -1
所做的一切都是你自己做的 - 只需要大约两倍的代码。当然,你必须弄清楚你需要做的所有事情 - 使用sprite
,精灵和团队的简单API几乎可以告诉你在大多数游戏中你要做的所有事情。