当我尝试按向上箭头键时它没有任何错误,它什么也没做。
我的玩家类中的跳跃(自我)有问题吗?或者我是否需要为其添加更新?我不确定
这是我的代码
import pygame
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("use arows")
movex = 0
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 jump(self):
if(self.onGround == False):
return
self.velocity = 8
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))
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
elif (event.key == pygame.K_UP):
player.jump()
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.x += movex
player.update(gravity, blockList)
player.render(screen)
clock.tick(60)
pygame.display.update()
pygame.quit()
答案 0 :(得分:2)
您的update()方法中有拼写错误:
if(self.falling == True):
self.falling == False
self.onGround == True
这些只是服务器无意义的陈述。您需要将它们更改为单个等号,以便它实际更改这些变量的值。应该是:
if self.falling == True:
self.falling = False
self.onGround = True
顺便说一句,在Python中不需要语句条件的括号,所以我从答案中删除了它们。我建议你也删除它们。
编辑 - 进一步说明:
var1 == var2总是返回True或False,具体取决于它们是否相等。它不会更改var1或var2的值。
var1 = var2将var1设置为等于var2。
完整示例:
var1 = 1
var2 = 2
var1 == var2 # Nothing happens
var1 = var2 # var1 now equals 2
var3 = var1 == var2 # var3 now equals True. You might want some parenthesis around this one just for clarity.
print(var1,var2,var3) # Prints "2 2 True"