我的播放器不会移动,我不明白为什么。我按照了如何使其移动的教程。我做了那个人所做的事情,但它并不适合我。
这是我的代码:
import pygame
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("use arows")
class player:
def __init__(self ,x, y):
self.x = x
self.y = y
self.width = 32
self.height = 32
self.velocity = 0
self.falling = False
self.onGround = False
def detectCollisions(self,x1,y1,w1,h1,x2,y2,w2,h2):
if (x2+w2>=x1>=x2 and y2+h2>=y1>=y2):
return True
elif (x2+w2>=x1+w1>=x2 and y2+h2>=y1>=y2):
return True
elif (x2+w2>=x1>=x2 and y2+h2>=y1+h1>=y2):
return True
elif (x2+w2>=x1+w1>=x2 and y2+h2>=y1+h1>=y2):
return True
else:
return False
def update(self, gravity, blockList):
if (self.velocity < 0):
self.falling = True
collision = False
blockX,blockY = 0,0
for block in blockList:
collision = self.detectCollisions(self.x, self.y, self.width, self.height, block.x, block.y, block.width, block.height )
if collision == True:
blockx = block.x
blocky = block.y
break
if(collision == True):
if (self.falling == True):
self.falling == False
self.onGround== True
self.velocity = 0
self.y = blocky - self.height
if (self.onGround == False):
self.velocity += gravity
self.y -= self.velocity
def render(self,screen):
pygame.draw.rect(screen,(0,0,0),(self.x, self.y, self.width, self.height))
class Block:
def __init__ (self, x, y):
self.x = x
self.y = y
self.width = 32
self.height = 32
def render(self,screen):
pygame.draw.rect(screen,(0,0,0),(self.x, self.y, self.width, self.height))
gravity = -0.5
black = (0,0,0)
white = (255,255,255)
blue = (50,60,200)
clock = pygame.time.Clock()
player = player(0,0)
# 25 colums and 19 rows
level1 = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
]
blockList = []
for y in range (0,len(level1)):
for x in range (0,len(level1[y])):
if (level1[y][x] == 1):
blockList.append(Block(x*32, y*32))
movex,movey=0,0
gameloop = True
while gameloop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameloop = False
if(event.type == pygame.KEYDOWN):
if (event.key == pygame.K_RIGHT):
movex = 5
elif (event.key == pygame.K_LEFT):
movex = -5
if(event.type == pygame.KEYUP):
if (event.key == pygame.K_RIGHT):
movex = 0
elif (event.key == pygame.K_LEFT):
movex = 0
screen.fill(blue)
for block in blockList:
block.render(screen)
player.update(gravity, blockList)
player.render(screen)
clock.tick(60)
pygame.display.update()
pygame.quit()
答案 0 :(得分:0)
你的游戏循环中有一个嵌套问题。事件操作的检查需要在for循环中,因此它会在帧期间检查每个事件。它只检查当前编码的最后一个事件。
缩小你的事件检查,如下:
gameloop = True
while gameloop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameloop = False
if(event.type == pygame.KEYDOWN):
if (event.key == pygame.K_RIGHT):
movex = 5
elif (event.key == pygame.K_LEFT):
movex = -5
if(event.type == pygame.KEYUP):
if (event.key == pygame.K_RIGHT):
movex = 0
elif (event.key == pygame.K_LEFT):
movex = 0
修改强>
除了上述内容之外,movex
变量未被使用,实际上,您的播放器更新功能无法在其中进行水平移动。
您需要对您的Player类进行一些更新:
def __init__(self ,x, y):
self.x = x
self.y = y
self.width = 32
self.height = 32
self.yVelocity = 0
self.xVelocity = 0 #Add xVelocity variable to track horizontal speed.
self.falling = False
self.onGround = False
def update(self, gravity, blockList):
if (self.yVelocity < 0):
self.falling = True
collision = False
blockX,blockY = 0,0
for block in blockList:
collision = self.detectCollisions(self.x, self.y, self.width, self.height, block.x, block.y, block.width, block.height )
if collision == True:
blockx = block.x
blocky = block.y
break
if(collision == True):
if (self.falling == True):
self.falling == False
self.onGround== True
self.yVelocity = 0
self.xVelocity = 0 #On a collision, stop all movement.
self.y = blocky - self.height
if (self.onGround == False):
self.yVelocity += gravity
self.y -= self.yVelocity
self.x -= self.xVelocity #Modify position according to velocity.
然后,在你的游戏循环中,根据输入更新玩家的xVelocity:
player.xVelocity = movex #Update horizontal velocity.
player.update(gravity, blockList)
player.render(screen)
clock.tick(60)
这应该有所帮助。