它可以在各个方面正确碰撞,当我从地面跳到平台上时,玩家将落在它的顶部并正确碰撞。然而,当我站在平台上并且我跳起并试图再次降落在平台上时,我直接穿过。为什么会这样? 此外,如果我按住空格键,那么我的精灵不会通过盒子掉落并正常跳到它上面。
它看起来像什么:https://gyazo.com/6e0c9dfd15cdd99e72f14137fb5ef1cb 应该是什么样的:https://gyazo.com/bec5dc5a07d0d323b4d1cc8597eafb39
main.py
import pygame
from map import *
from char import *
pygame.init()
class game():
def __init__(self):
self.width = 1280
self.height = 720
self.gameRunning = True
self.clock = pygame.time.Clock()
self.FPS = 60
self.screen = pygame.display.set_mode((self.width, self.height))
self.loadMapData()
def update(self):
pygame.display.set_caption("{:.2f}".format(self.clock.get_fps()))
self.screen.fill(white)
self.screen.blit(self.map_img, (0,336))
playerGroup.draw(self.screen)
pygame.display.update()
def gameLoop(self):
self.clock.tick(self.FPS)
self.event()
player1.move()
self.update()
def event(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.gameRunning = False
def loadMapData(self):
self.map = TiledMap()
self.map_img = self.map.make_mapSurface()
for tile_object in self.map.gameMap.objects:
if tile_object.name == "Floor":
Collision(tile_object.x, tile_object.y + 336, tile_object.width, tile_object.height)
if tile_object.name == "Collision Box":
Platform(tile_object.x, tile_object.y + 336, tile_object.width, tile_object.height)
g = game()
player1 = player()
while g.gameRunning == True:
g.gameLoop()
map.py
import pygame
import pytmx
from char import *
pygame.init()
class TiledMap():
def __init__(self):
self.gameMap = pytmx.load_pygame("CollisionMap.tmx")
self.mapwidth = self.gameMap.tilewidth * self.gameMap.width
self.mapheight = self.gameMap.tileheight * self.gameMap.height
def renderMap(self, surface):
for layer in self.gameMap.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x,y,gid in layer:
tile = self.gameMap.get_tile_image_by_gid(gid)
if tile:
surface.blit(tile, (x * self.gameMap.tilewidth, y * self.gameMap.tileheight))
def make_mapSurface(self):
mapSurface = pygame.Surface((self.mapwidth, self.mapheight), pygame.SRCALPHA)
self.renderMap(mapSurface)
return mapSurface
class Collision(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
self.groups = SolidGroup
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(x, y, width, height)
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
self.groups = platformGroup
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(x, y, width, height)
char.py
import pygame
pygame.init()
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
blue = (0, 0, 255)
playerGroup = pygame.sprite.Group()
SolidGroup = pygame.sprite.Group()
platformGroup = pygame.sprite.Group()
class player(pygame.sprite.Sprite):
def __init__(self):
self.groups = playerGroup
pygame.sprite.Sprite.__init__(self, self.groups)
self.image = pygame.Surface((50, 50))
self.image.fill(blue)
self.rect = self.image.get_rect()
self.rect.center = (1280/2, 720/2)
self.position = pygame.math.Vector2(400, 300)
self.acceleration = pygame.math.Vector2(0, 0)
self.velocity = pygame.math.Vector2(0, 0)
self.friction = -0.18
self.falling = False
self.up = False
self.down = False
self.right = False
self.Left = False
def checkFalling(self):
self.rect.y += 1
if not pygame.sprite.spritecollideany(self, SolidGroup, False):
self.falling = True
if self.velocity.y < 0:
self.up = True
self.down = False
if self.velocity.y > 0:
self.up = False
self.down = True
else:
self.falling = False
self.up = False
self.down = False
self.rect.y -= 1
def move(self):
self.checkFalling()
if self.falling:
self.acceleration = pygame.math.Vector2(0, 0.5)
if not self.falling:
self.acceleration = pygame.math.Vector2(0, 0)
key = pygame.key.get_pressed()
if key[pygame.K_RIGHT]:
self.acceleration.x = 1
self.right = True
if key[pygame.K_LEFT]:
self.acceleration.x = -1
self.left = True
if key[pygame.K_SPACE]:
self.jump()
self.acceleration.x += self.velocity.x * self.friction
self.velocity += self.acceleration
if abs(self.velocity.x) < 0.1:
self.velocity.x = 0
self.position += self.velocity + 0.5 * self.acceleration
hitsPlatform = pygame.sprite.spritecollide(self, platformGroup, False)
if hitsPlatform:
if self.up:
self.position.y -= self.velocity.y - 0.5 * self.acceleration.y
self.velocity.y = 0
self.rect.midbottom = self.position
"""
Collision Code, not in function because of screen tearing and bouncy collisions
"""
hits = pygame.sprite.spritecollide(self, SolidGroup, False)
if hits:
self.position.y = hits[0].rect.top
self.velocity.y = 0
hitsPlatform = pygame.sprite.spritecollide(self, platformGroup, False)
if hitsPlatform:
if self.down and self.position.y <= 340:
self.position.y = hitsPlatform[0].rect.top
self.velocity.y = 0
if self.velocity.x > 0 and self.position.x + 64 < 239:
self.position.x -= self.velocity.x - 0.5 * self.acceleration.x
if self.velocity.x < 0 and self.position.x > 256:
self.position.x -= self.velocity.x - 0.5 * self.acceleration.x
self.rect.midbottom = self.position
def jump(self):
self.rect.y += 1
hits = pygame.sprite.spritecollide(self, SolidGroup, False)
hitsPlatform = pygame.sprite.spritecollide(self, platformGroup, False)
self.rect.y -= 1
if hits:
self.velocity.y = -15
if hitsPlatform:
self.velocity.y = -15