我正在制作一个小型的平台游戏,你可以在其中放置块来制作关卡,然后播放它。
我有重力,跳跃,左右移动..但我不确定如何让玩家在向左或向右移动时与墙壁发生碰撞。
我希望它的工作方式是这样的 -
if key[K_LEFT]:
if not block to the left:
move to the left
我将如何做到这一点(相对于此来源):
import pygame,random
from pygame.locals import *
import itertools
pygame.init()
screen=pygame.display.set_mode((640,480))
class Block(object):
sprite = pygame.image.load("texture\\dirt.png").convert_alpha()
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
class Player(object):
sprite = pygame.image.load("texture\\playr.png").convert()
sprite.set_colorkey((0,255,0))
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
blocklist = []
player = []
colliding = False
while True:
screen.fill((25,30,90))
mse = pygame.mouse.get_pos()
key=pygame.key.get_pressed()
if key[K_LEFT]:
p.rect.left-=1
if key[K_RIGHT]:
p.rect.left+=1
if key[K_UP]:
p.rect.top-=10
for event in pygame.event.get():
if event.type == QUIT: exit()
if key[K_LSHIFT]:
if event.type==MOUSEMOTION:
if not any(block.rect.collidepoint(mse) for block in blocklist):
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16))
else:
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
blocklist.remove(b)
if not to_remove:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16))
elif event.button == 3:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
player=[]
player.append(Player(x+16,y+16))
for b in blocklist:
screen.blit(b.sprite, b.rect)
for p in player:
if any(p.rect.colliderect(block) for block in blocklist):
#collide
pass
else:
p.rect.top += 1
screen.blit(p.sprite, p.rect)
pygame.display.flip()
答案 0 :(得分:7)
一个常见的方法是将水平和垂直碰撞处理分成两个单独的步骤。
如果你这样做并且还跟踪你的播放器的速度,很容易知道碰撞发生在哪一侧。
首先,让我们给玩家一些属性来跟踪他的速度:
class Player(object):
...
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
# indicates that we are standing on the ground
# and thus are "allowed" to jump
self.on_ground = True
self.xvel = 0
self.yvel = 0
self.jump_speed = 10
self.move_speed = 8
现在我们需要一种方法来实际检查碰撞。如上所述,为了简化操作,我们使用xvel
和yvel
来了解我们是否与左侧或右侧相撞等。这会进入Player
类:
def collide(self, xvel, yvel, blocks):
# all blocks that we collide with
for block in [blocks[i] for i in self.rect.collidelistall(blocks)]:
# if xvel is > 0, we know our right side bumped
# into the left side of a block etc.
if xvel > 0: self.rect.right = block.rect.left
if xvel < 0: self.rect.left = block.rect.right
# if yvel > 0, we are falling, so if a collision happpens
# we know we hit the ground (remember, we seperated checking for
# horizontal and vertical collision, so if yvel != 0, xvel is 0)
if yvel > 0:
self.rect.bottom = block.rect.top
self.on_ground = True
self.yvel = 0
# if yvel < 0 and a collision occurs, we bumped our head
# on a block above us
if yvel < 0: self.rect.top = block.rect.bottom
接下来,我们将移动处理移至Player
类。所以让我们在跟踪输入的对象上创建。在这里,我使用namedtuple
,因为为什么不呢。
from collections import namedtuple
...
max_gravity = 100
Move = namedtuple('Move', ['up', 'left', 'right'])
while True:
screen.fill((25,30,90))
mse = pygame.mouse.get_pos()
key = pygame.key.get_pressed()
for event in pygame.event.get():
...
move = Move(key[K_UP], key[K_LEFT], key[K_RIGHT])
for p in player:
p.update(move, blocklist)
screen.blit(p.sprite, p.rect)
我们将blocklist
传递给update
的{{1}}方法,以便我们检查是否存在冲突。使用Player
对象,我们现在知道玩家应该移动的位置,所以让我们实现move
:
Player.update
唯一剩下的就是使用Clock
来限制帧率以让游戏以恒定速度运行。而已。
这是完整的代码:
def update(self, move, blocks):
# check if we can jump
if move.up and self.on_ground:
self.yvel -= self.jump_speed
# simple left/right movement
if move.left: self.xvel = -self.move_speed
if move.right: self.xvel = self.move_speed
# if in the air, fall down
if not self.on_ground:
self.yvel += 0.3
# but not too fast
if self.yvel > max_gravity: self.yvel = max_gravity
# if no left/right movement, x speed is 0, of course
if not (move.left or move.right):
self.xvel = 0
# move horizontal, and check for horizontal collisions
self.rect.left += self.xvel
self.collide(self.xvel, 0, blocks)
# move vertically, and check for vertical collisions
self.rect.top += self.yvel
self.on_ground = False;
self.collide(0, self.yvel, blocks)
请注意,我更改了图像名称,所以我只需要一个图像文件来测试它。另外,我不知道你为什么把玩家留在一个列表中,但这里有一个很好的动画片我们的游戏:
答案 1 :(得分:1)
由于你正在使用pygame,你可以使用pygame的rect.colliderect()
来查看玩家的精灵是否与一个块发生碰撞。然后创建一个函数,返回相对于另一个矩形的某个矩形所在的边:
def rect_side(rect1, rect2): # Returns side of rect1 relative to rect2.
if rect1.x > rect2.x:
return "right"
else:
return "left"
# If rect1.x == rect2.x the function will return "left".
如果rect_side()
返回"right"
,则限制向左移动,反之亦然。
PS:如果您想要相同但包括垂直移动,则可以将rect1.y
与rect2.y
进行比较,并处理输出"up"
和"down"
。您可以创建一个表示水平和垂直方向的元组。