我试图在pygame中制作一个平台游戏,但我遇到了一个问题。我可以轻松地对矩形和正方形进行碰撞,但我无法对直角三角形进行碰撞。是否有可能使用pygame做到这一点?我已经考虑过删除其中一个角落但是我不知道如何做到这一点并且无法在任何地方找到任何有用的信息。一个人建议使用较小的矩形碰撞来制作三角形碰撞,但这并没有产生预期的效果。以下代码是由其他人制作的,但它与我的基本相同,唯一的区别是我有动画等,我改变了跳跃物理等中的一些数字
#! /usr/bin/python
import pygame
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def main():
global cameraX, cameraY
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
up = down = left = right = running = False
bg = Surface((32,72))
bg.convert()
bg.fill(Color("#000000"))
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
x = y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P P",
"P P",
"P PPPPPPPP P",
"P P",
"P PPPPPPP P",
"P PPPPPP P",
"P P",
"P PPPPPPP P",
"P P",
"P PPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P P",
"P P",
"P P",
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
total_level_width = len(level[0])*32
total_level_height = len(level)*32
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYDOWN and e.key == K_SPACE:
running = True
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
# draw background
for y in range(32):
for x in range(32):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
# update player, draw everything else
player.update(up, down, left, right, running, platforms)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def simple_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling at the left edge
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling at the right edge
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom
t = min(0, t) # stop scrolling at the top
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,72))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(x, y, 32, 72)
def update(self, up, down, left, right, running, platforms):
if up:
# only jump if on the ground
if self.onGround: self.yvel -= 10
if down:
pass
if running:
self.xvel = 12
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
# only accelerate with gravity if in the air
self.yvel += 0.3
# max falling speed
if self.yvel > 100: self.yvel = 100
if not(left or right):
self.xvel = 0
# increment in x direction
self.rect.left += self.xvel
# do x-axis collisions
self.collide(self.xvel, 0, platforms)
# increment in y direction
self.rect.top += self.yvel
# assuming we're in the air
self.onGround = False;
# do y-axis collisions
self.collide(0, self.yvel, platforms)
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0:
self.rect.right = p.rect.left
print "collide right"
if xvel < 0:
self.rect.left = p.rect.right
print "collide left"
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#DDDDDD"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image.fill(Color("#0033FF"))
if __name__ == "__main__":
main()
答案 0 :(得分:0)
使用pygame模块方法实现三角形碰撞是不可能的。但搜索Pylygon模块。