我有一个包含跳跃的游戏。当变量stand为True时,他可以正常跳跃,当我击中此块时,我设置为True。我通过输入来测试:
if stand == True:
print("stand is true")
打印出来。虽然他不能跳。
我的代码是:
import pygame, random, time, os, sys, tkinter
###################################################################################
# This is a small 10 level project of a minimalistic platformer.
# It isn't too special, but fun to make!
# It uses images instead of drawing rectangles in pygame
# I found it a bit quicker honestly.
# Copyright Hunter Kepley 2014
#
#
###################################################################################
pygame.init()
disw = 720
dish = 680
black = ( 0, 0, 0)
white = (255,255,255)
red = (255, 50, 50)
green = ( 50,255, 50)
blue = ( 50, 50,255)
flag = False
stand = False
gameDisplay = pygame.display.set_mode((disw,dish))
pygame.display.set_caption("Rec")
clock = pygame.time.Clock()
class player:
def __init__(self, x, y, image, w, h, xc, yc): # Initialization
self.x = x
self.y = y
self.image = image
self.w = w
self.h = h
self.xc = xc
self.yc = yc
def update(self): # Update class display
gameDisplay.blit(self.image, (self.x, self.y))
class level:
def __init__(self, spawnx, spawny, var, plcl, prev):
self.spawnx = spawnx
self.spawny = spawny
self.var = var
self.plcl = plcl
def spawn(self):
self.plcl.x = self.spawnx
self.plcl.y = self.spawny
def set(self):
self.var = True
self.prev = False
class block: # Class for blocks, namely collisions
def __init__(self, x, y, w, h, plcl, img, stand):
self.x = x
self.y = y
self.w = w
self.h = h
self.plcl = plcl
self.img = img
self.stand = stand
if plcl.x + plcl.w >= self.x and plcl.y + plcl.h >= self.y and plcl.x <= self.x + self.w and plcl.y <= self.y + self.h:
if plcl.x + plcl.w >= self.x and plcl.x <= self.x + self.w and plcl.y <= self.y + 20 and plcl.y + plcl.h >= self.y:
plcl.y = self.y - plcl.h
stand = True
def update(self):
gameDisplay.blit(self.img, (self.x, self.y))
player1 = player(10, 10, pygame.image.load("images/player.png"), 30, 40, 0 ,6) # Defining player1 as a player class
start = True
lone = False
ltwo = False
lthree = False
lfour = False
lfive = False
lsix = False
lseven = False
leight = False
lnine = False
lten = False
lives = 3
def gameloop():
global flag, stand, start, lone, ltwo, lthree, lfour, lfive, lsix, lseven, leight, lnine, lten, lives
gameExit = False
starttime = pygame.time.get_ticks()
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if flag == False and event.key == pygame.K_SPACE and stand == True: # For jumping
starttime = pygame.time.get_ticks()
player1.yc = -6
flag = True
stand = False
if event.key == pygame.K_d: # Right
player1.xc = 4
if event.key == pygame.K_a: # Left
player1.xc = -4
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE: # For jumping
player1.yc = 6
if event.key == pygame.K_d:
player1.xc = 0
if event.key == pygame.K_a:
player1.xc = 0
if flag == True and pygame.time.get_ticks() - starttime >= 300: # For jumping
player1.yc = 6
flag = False
gameDisplay.fill(white) # Fill
player1.update() # Update player display
player1.x += player1.xc # update player movements
player1.y += player1.yc
if player1.y >= dish - player1.h: # Bottom collisions
player1.y = dish - player1.h
stand = True
if lives > 0:
lives -= 1
elif lives <= 0: # Reset the game if you die
start = True
lone = False
ltwo = False
lthree = False
lfour = False
lfive = False
lsix = False
lseven = False
leight = False
lnine = False
lten = False
lives = 3
player1.x = 10
player1.y = 10
if player1.x <= 0: # Left wall collisions
player1.x = 0
if player1.x >= disw - player1.w: # Right wall collisions
player1.x = disw - player1.w
# Level one class
levelone = level(10, 200, lone, player1, start)
# Start Collisions
if player1.x >= disw - player1.w:
levelone.spawn()
levelone.set()
# Blocks in Start
block1start = block(5, dish - 50, 250, 50, player1, pygame.image.load("images/block1.png"), stand) # Here is the 1st block defined
block1start.update()
pygame.display.update()
clock.tick(60)
if __name__ == "__main__":
gameloop()
pygame.quit()
quit()
如您所见,当您触摸该块时,stand设置为True,但他无法执行跳转。
重述:
问题:Stand为True且flag为False但由于某种原因无法跳转。
尝试:不使用类,如果stand为True则打印等
需要:如何解决问题的答案。我不需要批评我的编码,就像大多数人发布时一样,只是如何解决它。
答案 0 :(得分:4)
您正在True
中将本地变量设置为block.__init__
:
stand = True
该变量在其他任何地方都不可见。您也不能简单地将其设为全局,因为您还使用stand
作为方法的参数。
您必须使用:
global stand
在该方法中,使名称充当全局,但也将参数重命名为方法:
def __init__(self, x, y, w, h, plcl, img, block_stand):
# ...
self.stand = block_stand