碰撞Pygame后穿过墙壁

时间:2015-05-22 01:41:30

标签: python pygame game-physics collision

嘿伙计我在pygame上遇到碰撞问题需要帮助。 我有一个边界图,通过使用蒙版重叠来设置像素完美碰撞。检测到碰撞时没有任何问题,但是当要阻止玩家穿过墙壁时,总会有某种方式通过它发送。我做了几次尝试(其中很多都是真的),包括当你一次按下三个按钮以避免它出现时,甚至冻结了播放器,但无济于事。

现在,我检查用户按下哪个按钮来设置方向:

while True:
for event in pygame.event.get():
    if event.type == pygame.QUIT:
        pygame.quit()
        sys.exit()
    key = pygame.key.get_pressed()
    if key[pygame.K_w]:
        COLLISION_DIRECTION = "UP"
    if key[pygame.K_s]:
        COLLISION_DIRECTION = "DOWN"
    if key[pygame.K_d]:
        COLLISION_DIRECTION = "RIGHT"
    if key[pygame.K_a]:
        COLLISION_DIRECTION = "LEFT"

然后根据方向检查碰撞。在我最后的绝望尝试中,我使用了保存阵列上的最后一个非碰撞位置,将世界(我移动世界,而不是玩家)转换到该位置并减去或增加移动速度:

if boundariesMap_mask.overlap(player.mask, (offset_x, offset_y)) is None:
        lastPos = [world.x, world.y]
    else:
        while COLLISION_DIRECTION == "UP":
            world.y = (lastPos[1]-DIST_WORLD)
            break
        while COLLISION_DIRECTION == "DOWN":
            world.y = (lastPos[1]+DIST_WORLD)
            break
        while COLLISION_DIRECTION == "LEFT":
            world.x = (lastPos[0]-DIST_WORLD)
            break
        while COLLISION_DIRECTION == "RIGHT":
            world.x = (lastPos[0]+DIST_WORLD)
            break

我最好的猜测是,我应该在移回安全位置时阻止所有额外输入,以避免更改COLLISION_DIRECTION。 你能帮我个忙吗?

world.x和world.y是世界的变量坐标

编辑:我忘了添加世界构造函数类

class World(pygame.sprite.Sprite):
def __init__(self):
    self.sprite = pygame.image.load('bin\\assets\\test.png')
    self.x = 220
    self.y = 45

def draw(self, surface):
    surface.blit(self.sprite, (self.x, self.y))

def handle_keys(self):

    key = pygame.key.get_pressed()
    if pygame.joystick.get_count():
        joystick_x = round(my_joystick.get_axis(0))
        joystick_y = round(my_joystick.get_axis(1))

        if joystick_x < 0:
            self.x += DIST_WORLD
        if joystick_x > 0:
            self.x -= DIST_WORLD
        if joystick_y < 0:
            self.y += DIST_WORLD
        if joystick_y > 0:
            self.y -= DIST_WORLD

    if key[pygame.K_w]:
        self.y += DIST_WORLD
    if key[pygame.K_s]:
        self.y -= DIST_WORLD
    if key[pygame.K_a]:
        self.x += DIST_WORLD
    if key[pygame.K_d]:
        self.x -= DIST_WORLD

1 个答案:

答案 0 :(得分:1)

根据问题和评论中的回答判断,只要注册了三个或更多按键,就会触发故障,从而导致COLLISION_DIRECTIONWorld.y以及World.x不恰当地更新。

考虑这样一个事实:如果玩家沿X轴或Y轴的某个方向移动,它们不能同时向相反的方向移动。还要考虑这样一个事实:如果玩家同时按下多个键,主游戏循环中的代码允许覆盖COLLISION_DIRECTION的值;例如,如果同时按住W,A和S,则最终COLLISION_DIRECTION将为"LEFT"

我假设你允许对角线运动,所以我们想要做的是使COLLISION_DETECTION同时对x轴和y轴有意义。然后,我们必须将按键检查的数量限制为两个(一次用于x轴,一次用于y轴),这样三按钮问题就不会发生。

在你的主游戏循环中:

## Instead of one COLLISION_DIRECTION, we now have two separate variables:
## COLLISION_DIRECTION_X and COLLISION_DIRECTION_Y

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        key = pygame.key.get_pressed()

        ## Using elif so we don't mess up COLLISION_DIRECTION_Y
        if key[pygame.K_w]:
            COLLISION_DIRECTION_Y = "UP"
        elif key[pygame.K_s]:
            COLLISION_DIRECTION_Y = "DOWN"

        ## Using elif so we don't mess up COLLISION_DIRECTION_X
        if key[pygame.K_d]:
            COLLISION_DIRECTION_X = "RIGHT"
        elif key[pygame.K_a]:
            COLLISION_DIRECTION_X = "LEFT"

相应地更新碰撞检测:

 if boundariesMap_mask.overlap(player.mask, (offset_x, offset_y)) is None:
    lastPos = [world.x, world.y]
 else:
    ## Redundant while-break replaced with simple if-statements;
    ## Using while is not exactly necessary because we carry out
    ## these statements each frame

    if COLLISION_DIRECTION_Y == "UP":
        world.y = (lastPos[1]-DIST_WORLD)
    elif COLLISION_DIRECTION_Y == "DOWN":
        world.y = (lastPos[1]+DIST_WORLD)

    if COLLISION_DIRECTION_X == "LEFT":
        world.x = (lastPos[0]-DIST_WORLD)
    elif COLLISION_DIRECTION_X == "RIGHT":
        world.x = (lastPos[0]+DIST_WORLD)

然后,在handle_keys函数中:

 def handle_keys(self):

    key = pygame.key.get_pressed()
    if pygame.joystick.get_count():
        joystick_x = round(my_joystick.get_axis(0))
        joystick_y = round(my_joystick.get_axis(1))

        ## Restrict joystick x-input checking, because we logically
        ## cannot be both greater and less than zero

        if joystick_x < 0:
            self.x += DIST_WORLD
        elif joystick_x > 0:
            self.x -= DIST_WORLD

        ## Restrict joystick y-input checking, because we logically
        ## cannot be both greater and less than zero

        if joystick_y < 0:
            self.y += DIST_WORLD
        elif joystick_y > 0:
            self.y -= DIST_WORLD

    ## Restrict keypress vertical axis checking for the same reason
    if key[pygame.K_w]:
        self.y += DIST_WORLD
    elif key[pygame.K_s]:
        self.y -= DIST_WORLD

    ## Restrict keypress horizontal axis checking for same reason
    if key[pygame.K_a]:
        self.x += DIST_WORLD
    elif key[pygame.K_d]:
        self.x -= DIST_WORLD

我希望这有帮助!如果代码没有这样做,我道歉,但至少,我希望我在代码之前的评论提供一些见解。