在平台游戏中我正在制作我已经生成的地形但没有碰撞。这是我试图用来检查碰撞的代码:
def player_move(self):
self.player.rect.x += self.player.velX
self.check_collision(self.player, self.player.velX, 0)
self.player.rect.y += self.player.velY
self.check_collision(self.player, 0, self.player.velY)
def check_collision(self, sprite, x_vel, y_vel):
# for every tile in Background.levelStructure, check for collision
for block in self.moon.get_surrounding_blocks(sprite):
if block is not None:
if pygame.sprite.collide_rect(sprite, block):
# we've collided! now we must move the collided sprite a step back
if x_vel < 0:
sprite.rect.x = block.rect.x + block.rect.w
if x_vel > 0:
sprite.rect.x = block.rect.x - sprite.rect.w
if y_vel < 0:
sprite.rect.y = block.rect.y + block.rect.h
然后我还有级别生成的代码,如果这会有所帮助:
import pygame, random
# Level
class Block(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('data/images/block.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def render(self, surface):
surface.blit(self.image, self.rect)
class Background():
def __init__(self):
self.bg_image = pygame.image.load('data/images/background.jpg')
# create a 2-dimensional array (etc. tile[x][y]) for holding the level structure
self.levelStructure = [[None for i in range(50)] for i in range(50)]
# generate level on initialization
self.generateLevel()
def generateLevel(self):
# fill self.levelStructure with tiles
for x in range(20):
for y in range(9):
if y < 11:
# make top space for the player to be
continue
tempBlock = Block(x*40, y*40)
# add block to both and self.levelStructure
self.levelStructure[x][y] = tempBlock
# generate some random terrain
for x in range(25):
# get a random height
height = random.randint(2, 5)
for y in range(height):
y += 15
tempBlock = Block(x*40, (y-height)*40)
self.levelStructure[x][y-height] = tempBlock
def get_surrounding_blocks(self, sprite):
# calculate the grid position of the sprite
sprite_x = sprite.rect.x // 40
sprite_y = sprite.rect.y // 40
# generate a list of surrounding sprites
blocks = []
for x in range(-2, 2+1):
for y in range(-2, 2+1):
blocks.append(self.levelStructure[sprite_x + x][sprite_y + y])
return blocks
def render(self, surface):
surface.blit(self.bg_image, (0, 0))
# also draw the blocks we created
for x in range(22):
for y in range(15):
block = self.levelStructure[x][y]
# check if there is a block, or if the grid is empty
if block is not None:
block.render(surface)
非常感谢任何帮助。谢谢。
答案 0 :(得分:0)
有几个问题。
首先,你永远不会告诉速度改变......你可能希望它停止,或当你碰到一个阻挡时反转。
其次,您将遍历所有块两次,一次用于检查X轴,一次用于Y.对于大型或复杂的地图,这将使其慢两倍。
我还建议不要使用collide_rect
函数来测试此实例中的碰撞,除非您非常确定速度不能高于块(或精灵)的总大小。如果您移动71px一帧,但块大小为20px宽,并且您的播放器只有50px宽,您可以跳过一个块而不会碰到它!
要注意的一件事是,你正在移动物体,然后检查碰撞。这可能会导致问题,因为您必须将其移回原来的状态。
我建议将结构更改为:
def player_move(self):
# create some local vars for ease of reading...
x = self.player.rect.x
x_next = x + self.player.velX
y = self.player.rect.y
y_next = y + self.player.vely
w = self.player.rect.w
h = self.player.rect.h
# has a collision happened?
hitX = False
hitY = False
for block in self.moon.get_surrounding_blocks(self.player):
# empty blocks are 'None' in this map system...
if not block:
continue
if self.player.velX > 0: # moving right
if x + w < block.x and x_next + w >= block.x:
# collision!
x_next = block.x - w
hitX = True
elif self.player.velX < 0: # moving left
if x > block.x + block.w and x_next > block.x + block.w:
# collision!
x_next = block.x + block.w
hitX = True
if self.player.velY...... # do the same for Y axis...
# now update rect to have the new collision fixed positions:
self.player.rect.x = x_next
self.player.rect.y = y_next
# and if there was a collision, fix the velocity.
if hitX:
self.velX = 0 # or 0 - velX to bounce instead of stop
if hitY:
self.velY = 0 # or 0 - velY to bounce instead of stop
希望这有助于将事情朝着正确的方向发展......
另外一个想法,当我几年前写一个平台引擎时,我记得我在一个阶段遇到了一些问题,玩家对象击中了块,停了下来,然后重新开始。最后,它在代码中的某处出现了一个错误。可能值得添加一堆调试打印(最好使用'日志'包...),然后大幅降低帧速率,这样你就可以看到到底发生了什么。
祝你好运!写游戏很有趣,但有时候也很令人沮丧。