我希望玩家1能够不断向下加速。我尝试过几种方式,但它并没有真正起作用我想要它。当我向上方提供player1速度时,他会继续越来越高。我尝试改变速度和重力值,它看起来好一点,但我不确定它是否正确。当他在屏幕的底部时,我也希望有一个摩擦力作用于player1,但是因为摩擦取决于法向力,这取决于重力(纠正我,如果我错了),我不能真的这样做但是,我只是在播放器1上有一个持续的摩擦力,但这种行为也有些“怪异”。我希望它在速度达到0时停止player1,而不是反转加速度。
import sys
import pygame
pygame.init()
screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
fps = 30
class Character(object):
def __init__(self, surface, velo, accel, gravity, friction):
self.surface = surface
self.velo = velo
self.accel = accel
self.gravity = gravity
self.friction = friction
self.timestep = 1/fps
self.vel = (0, 0)
self.pos = ((screen_width / 2), (screen_height / 2))
self.size = (10, 10)
def velocity_right(self):
self.pos = (self.pos[0] + self.velo, self.pos[1])
def velocity_left(self):
self.pos = (self.pos[0] - self.velo, self.pos[1])
def velocity_up(self):
self.pos = (self.pos[0], self.pos[1] - self.velo)
def velocity_down(self):
self.pos = (self.pos[0], self.pos[1] + self.velo)
def velocity(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_i]:
self.velocity_up()
if keys[pygame.K_j]:
self.velocity_left()
if keys[pygame.K_k]:
self.velocity_down()
if keys[pygame.K_l]:
self.velocity_right()
def accelerate_right(self):
self.vel = (self.vel[0] + self.accel, self.vel[1])
self.pos = (self.pos[0] + self.vel[0], self.pos[1])
def accelerate_left(self):
self.vel = (self.vel[0] - self.accel, self.vel[1])
self.pos = (self.pos[0] + self.vel[0], self.pos[1])
def accelerate_up(self):
self.vel = (self.vel[0], self.vel[1] - self.accel)
self.pos = (self.pos[0], self.pos[1] + self.vel[1])
def accelerate_down(self):
self.vel = (self.vel[0], self.vel[1] + self.accel)
self.pos = (self.pos[0], self.pos[1] + self.vel[1])
def accelerate(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.accelerate_up()
if keys[pygame.K_a]:
self.accelerate_left()
if keys[pygame.K_s]:
self.accelerate_down()
if keys[pygame.K_d]:
self.accelerate_right()
if self.pos[0] <= 0 or self.pos[0] >= screen_width:
self.vel = (self.vel[0] * -1, self.vel[1])
if self.pos[1] <= 0 or self.pos[1] >= screen_height:
self.vel = (self.vel[0], self.vel[1] * -1)
self.character = pygame.Rect((self.pos[0], self.pos[1]), self.size)
self.character.clamp_ip(screen_rect)
def display(self):
pygame.draw.rect(self.surface, (255, 255, 255), self.character)
def reset(self):
(x_pos, y_pos) = pygame.mouse.get_pos()
self.pos = (x_pos, self.pos[1])
self.pos = (self.pos[0], y_pos)
self.vel = (0, 0)
def apply_gravity(self):
self.vel = (self.vel[0], self.vel[1] + self.accel)
self.pos = (self.pos[0], self.pos[1] + self.vel[1])
# self.vel = (self.vel[0], self.vel[1] + self.gravity * self.timestep)
# self.pos = (self.pos[0], self.pos[1] + self.vel[1] * self.timestep + 0.5 * self.gravity * self.timestep**2)
def apply_friction(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w] or keys[pygame.K_i]:
self.vel = (self.vel[0], self.vel[1] + self.friction)
self.pos = (self.pos[0], self.pos[1] + self.vel[1])
if keys[pygame.K_a] or keys[pygame.K_j]:
self.vel = (self.vel[0] + self.friction, self.vel[1])
self.pos = (self.pos[0] + self.vel[0], self.pos[1])
if keys[pygame.K_s] or keys[pygame.K_k]:
self.vel = (self.vel[0], self.vel[1] - self.friction)
self.pos = (self.pos[0], self.pos[1] + self.vel[1])
if keys[pygame.K_d] or keys[pygame.K_l]:
self.vel = (self.vel[0] - self.friction, self.vel[1])
self.pos = (self.pos[0] + self.vel[0], self.pos[1])
def main():
player1 = Character(screen, 10, 1, .5, .4)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
player1.reset()
player1.apply_gravity()
player1.apply_friction()
player1.velocity()
player1.accelerate()
screen.fill((0, 0, 0))
player1.display()
pygame.display.update(screen_rect)
clock.tick(fps)
if __name__ == "__main__":
main()
答案 0 :(得分:1)
我认为你可以将速度和加速度建模为矢量,这对我来说很有用(只是一个例子,时间步长= 1 fps,简化方程式):
import sys
import pygame
pygame.init()
screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
fps = 30
FRICTION = 0.8
import numpy as np
class Character(object):
def __init__(self, surface, accel, gravity):
self.surface = surface
self.accel = np.array(accel)
self.gravity = np.array([0.0,float(gravity)])
self.vel = np.array([0.0,0.0])
self.pos = np.array([(screen_width / 2.0), (screen_height / 2.0)])
self.size = (10, 10)
def move_right(self):
self.vel += np.array([1,0])
self.accel += np.array([1,0])
def move_left(self):
self.vel += np.array([-1,0])
self.accel += np.array([-1,0])
def move_up(self):
self.vel += np.array([0,-1])
self.accel += np.array([0,-1])
def move_down(self):
self.vel += np.array([0,1])
self.accel += np.array([0,1])
def move(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.move_up()
if keys[pygame.K_a]:
self.move_left()
if keys[pygame.K_s]:
self.move_down()
if keys[pygame.K_d]:
self.move_right()
if self.pos[0] <= 0 or self.pos[0] >= screen_width:
self.vel[0] *= -FRICTION
self.accel[0] *= -FRICTION
if self.pos[0] <= 0:
self.pos[0] = 0
elif self.pos[0] >= screen_width:
self.pos[0] = screen_width
elif self.pos[1] <= 0 or self.pos[1] >= screen_height:
self.vel[1] *= -FRICTION
self.accel[1] *= -FRICTION
if self.pos[1] <= 0:
self.pos[1] = 0
elif self.pos[1] >= screen_height:
self.pos[1] = screen_height
else:
self.vel = self.vel + (self.gravity+self.accel)
if self.vel.dot(self.vel) < 1e-5:
self.vel = np.zeros(2)
self.accel *= FRICTION
if self.accel.dot(self.accel) < 1e-5:
self.accel = np.zeros(2)
self.pos = self.pos + self.vel + 0.5*self.gravity+self.accel
#print self.pos, self.vel, self.accel
self.character = pygame.Rect((self.pos[0], self.pos[1]), self.size)
self.character.clamp_ip(screen_rect)
def display(self):
pygame.draw.rect(self.surface, (255, 255, 255), self.character)
def reset(self):
self.pos = np.array(pygame.mouse.get_pos())
self.vel = np.array([0,0]);
def main():
player1 = Character(screen, [0.0, 0.0], .5)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
player1.reset()
player1.move()
screen.fill((0, 0, 0))
player1.display()
pygame.display.update(screen_rect)
clock.tick(fps)
if __name__ == "__main__":
main()