我使用python3在pygame中开发游戏的开始,遵循www.teachyourselfpython.com上的教程。有一个main.py,player.py和walls.py(分别包含播放器和墙类)。播放器类包含用于碰撞检测和移动的代码。不幸的是,玩家确实避开了瓷砖,但是在碰撞时,移动到屏幕右侧的位置,而不是预期的移动(只是停止)。是否有人能够帮助解决这个问题的逻辑并纠正碰撞时的错误/不良运动。下面是三个文件:main.py,player.py和walls.py。 的 MAIN.PY
#main.py
import pygame
import random
from player import Player
from collectable import Collectable
from walls import Wall
pygame.init()
BLACK=(0,0,0)
WHITE=(255,255,255)
RED=(255,0,0)
GREEN =(0,255,0)
BLUE=(0,0,255)
GOLD=(255,215,0)
WIDTH=500
HEIGHT=500
size= (WIDTH,HEIGHT)
screen=pygame.display.set_mode(size)
pygame.display.set_caption("The Life Game")
done = False
clock=pygame.time.Clock()
wall_list=pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
enemy_list = pygame.sprite.Group()
player=Player()
player.walls=wall_list
all_sprites.add(player)
for i in range(random.randrange(100,200)):
whiteStar = Collectable(WHITE, 3, 3, "White Star", "Rect")
whiteStar.rect.x = random.randrange(size[0])
whiteStar.rect.y = random.randrange(size[1])
all_sprites.add(whiteStar)
for i in range(50):
enemy = Collectable(RED,6, 6,"Enemy","Ellipse")
enemy.rect.x = random.randrange(300)
enemy.rect.y = random.randrange(300)
enemy_list.add(enemy)
all_sprites.add(enemy)
coin1 = Collectable(GOLD,50,50,"Coin","Ellipse")
coin1.rect.x=440
coin1.rect.y=0
all_sprites.add(coin1)
coin2 = Collectable(GOLD,50,50,"Coin","Ellipse")
coin2.rect.x=0
coin2.rect.y=440
all_sprites.add(coin2)
enemy = Collectable(RED,100,100,"Enemy","Ellipse")
enemy.rect.x=70
enemy.rect.y=230
all_sprites.add(enemy)
#Make the walls (x_pos,y_pos, width, height,colour)
wall=Wall(0,0,10,600,GREEN)
wall_list.add(wall)
all_sprites.add(wall_list)
wall = Wall(50, 300, 400, 10,RED)
wall_list.add(wall)
all_sprites.add(wall_list)
wall = Wall(10, 200, 100, 10,BLUE)
wall_list.add(wall)
all_sprites.add(wall_list)
score=0
health=100
#- - - - - - - - - - - - - -Main Program Loop - - - - - - - - - - - - - - - -
def main():
done=False
score=0
health=100
while not done:
#- - - - - - Main event loop (this is where code for handling keyboard and mouse clicks will go)
#Loop until the user clicks the 'x' button (to close program)
for event in pygame.event.get(): #User does something
if event.type == pygame.QUIT: #If the user clicked close
done = True #set the done flag to 'true' to exit the loop
keys = pygame.key.get_pressed() #checking pressed keys
if keys[pygame.K_LEFT]:
player.moveLeft(5)
if keys[pygame.K_RIGHT]:
player.moveRight(5)
if keys[pygame.K_UP]:
player.moveUp(5)
if keys[pygame.K_DOWN]:
player.moveDown(5)
#>>----------DRAW SECTION -----------------------------------
#Clear the screen to BLACK. Any drawing commands should be put BELOW this or they will be reased with this command
screen.fill(BLACK)
#Select the font to be used (size, bold, italics, etc)
font_score = pygame.font.SysFont('Calibri',20,True,False)
font_health = pygame.font.SysFont('Calibri',20,True,False)
#Printing a variable (score or health) to the screen involves converting the score (if integer) to a string first.score_label = font_score.render("Score: " + str(score),True,BLACK)
health_label = font_health.render("Health: "+str(health),True,WHITE)
score_label = font_score.render("Score: " + str(score),True, WHITE)
#Now we can use this line of code to put the image of the text on the screen at a given position
screen.blit(score_label,[100,480])
screen.blit(health_label,[190,480])
#>>---------UPDATE SECTION / Put the logic of your game here (i.e. how objects move, when to fire them, etc)
all_sprites.update()
if coin1.collision_with(player):
score=score+1
coin1.kill()
coin1.rect.x=-20
coin1.rect.y=-330
if coin2.collision_with(player):
score=score+1
coin2.kill()
coin2.rect.x=-20
coin2.rect.y=-330
if enemy.collision_with(player):
health=health-25
enemy.kill()
enemy.rect.x=-20
enemy.rect.y=-330
enemy.update()
#-------------PRINTING VARIABLES LIKE SCORE TO SCREEN
#Any drawing/graphics code should go here
all_sprites.draw(screen)
#Update the screen to show whatever you have drawn
pygame.display.flip()
#Set the frames per second (e.g. 30, 60 etc)
clock.tick(120)
main()
PLAYER.PY
import pygame
import random
from walls import Wall
class Player(pygame.sprite.Sprite):
#-------------------Define Variables here
speed=0
#------------------Initialise Constructor
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.image.load("player.png")
self.rect = self.image.get_rect()
#SET THE INITIAL SPEED TO ZERO
self.change_x = 0
self.change_y = 0
#--------------Fetch the rectangle object that has the dimensions of the image
self.rect =self.image.get_rect()
#---------------Define movement
def moveRight(self,pixels):
self.rect.x+=pixels
def moveLeft(self,pixels):
self.rect.x-=pixels
def moveUp(self,pixels):
self.rect.y-=pixels
def moveDown(self,pixels):
self.rect.y+=pixels
# Make our top-left corner the passed-in location.
def settopleft():
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Set speed vector
self.change_x = 0
self.change_y = 0
self.walls = None
def changespeed(self, x, y):
""" Change the speed of the player. """
self.change_x += x
self.change_y += y
def update(self):
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.top = block.rect.top
else:
self.rect.top = block.rect.bottom
WALLS.PY
import pygame
class Wall(pygame.sprite.Sprite):
#Wall a player can run into
def __init__(self, x, y, width, height,colour):
#Constructor fo rthe wall that the player can run into
#call the parent's constructor
super().__init__()
#Make a green wall, of the size specified in paramenters
self.image=pygame.Surface([width,height])
self.image.fill(colour)
#Make the "passed-in" location ,the top left corner
self.rect=self.image.get_rect()
self.rect.y=y
self.rect.x=x
答案 0 :(得分:0)
好的,让我们首先谈谈运动问题。 Player
更新方法中的代码应首先沿x轴移动玩家,检查他是否与墙碰撞,如果他发生碰撞,将其位置设置为块边缘。然后你用y轴做同样的事情。必须以这种方式完成,因为我们不会知道玩家的方向,也不能将他的位置重置到正确的边缘。您似乎更改了代码,以便不再使用self.change_x
和change_y
属性,而是使用pygame.key.get_pressed
移动播放器。我删除pygame.key.get_pressed
块并在事件循环中执行移动更改。 update
方法中的一些内容也必须修复,例如:
if self.change_y > 0:
self.rect.bottom = block.rect.top
对于碰撞检测,您可以使用pygame.sprite.spritecollide
并传递要检查的玩家和精灵组。然后迭代返回的列表并为每个碰撞的精灵做一些事情。
这是您的更新代码:
import sys
import random
import pygame as pg
pg.init()
class Wall(pg.sprite.Sprite):
"""Wall a player can run into."""
def __init__(self, x, y, width, height, colour):
super().__init__()
self.image = pg.Surface([width, height])
self.image.fill(colour)
# Make the "passed-in" location the top left corner.
self.rect = self.image.get_rect(topleft=(x, y))
class Collectable(pg.sprite.Sprite):
"""A collectable item."""
def __init__(self, colour, x, y, image, rect):
super().__init__()
self.image = pg.Surface((5, 5))
self.image.fill(colour)
self.rect = self.image.get_rect(topleft=(x, y))
class Player(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((30, 30))
self.image.fill((50, 150, 250))
self.rect = self.image.get_rect()
#SET THE INITIAL SPEED TO ZERO
self.change_x = 0
self.change_y = 0
self.health = 100
def update(self):
# Move left/right.
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pg.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down.
self.rect.y += self.change_y
# Check and see if we hit anything.
block_hit_list = pg.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
BLACK = (0,0,0)
WHITE = (255,255,255)
GREEN = (0,255,0)
RED = (255,0,0)
BLUE = (0,0,255)
GOLD = (255,215,0)
size = (500, 500)
screen = pg.display.set_mode(size)
pg.display.set_caption("The Life Game")
wall_list = pg.sprite.Group()
all_sprites = pg.sprite.Group()
enemy_list = pg.sprite.Group()
coins = pg.sprite.Group()
player = Player()
player.walls = wall_list
all_sprites.add(player)
for i in range(random.randrange(100,200)):
x = random.randrange(size[0])
y = random.randrange(size[1])
whiteStar = Collectable(WHITE, x, y, "White Star", "Rect")
all_sprites.add(whiteStar)
for i in range(50):
x = random.randrange(size[0])
y = random.randrange(size[1])
enemy = Collectable(RED, x, y, "Enemy","Ellipse")
enemy_list.add(enemy)
all_sprites.add(enemy)
coin1 = Collectable(GOLD,240,200,"Coin","Ellipse")
coin2 = Collectable(GOLD,100,340,"Coin","Ellipse")
all_sprites.add(coin1, coin2)
coins.add(coin1, coin2)
# Make the walls.
walls = [Wall(0,0,10,600,GREEN), Wall(50, 300, 400, 10,RED),
Wall(10, 200, 100, 10,BLUE)]
wall_list.add(walls)
all_sprites.add(walls)
def main():
clock = pg.time.Clock()
done = False
score = 0
font_score = pg.font.SysFont('Calibri',20,True,False)
font_health = pg.font.SysFont('Calibri',20,True,False)
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# Do the movement in the event loop by setting
# the player's change_x and y attributes.
elif event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
player.change_x = -3
elif event.key == pg.K_RIGHT:
player.change_x = 3
elif event.key == pg.K_UP:
player.change_y = -3
elif event.key == pg.K_DOWN:
player.change_y = 3
elif event.type == pg.KEYUP:
if event.key == pg.K_LEFT and player.change_x < 0:
player.change_x = 0
elif event.key == pg.K_RIGHT and player.change_x > 0:
player.change_x = 0
elif event.key == pg.K_UP and player.change_y < 0:
player.change_y = 0
elif event.key == pg.K_DOWN and player.change_y > 0:
player.change_y = 0
# UPDATE SECTION / Put the logic of your game here (i.e. how
# objects move, when to fire them, etc).
all_sprites.update()
# spritecollide returns a list of the collided sprites in the
# passed group. Iterate over this list to do something per
# collided sprite. Set dokill argument to True to kill the sprite.
collided_enemies = pg.sprite.spritecollide(player, enemy_list, True)
for enemy in collided_enemies:
player.health -= 25
collided_coins = pg.sprite.spritecollide(player, coins, True)
for coin in collided_coins:
score += 1
# DRAW SECTION
screen.fill(BLACK)
all_sprites.draw(screen)
health_label = font_health.render("Health: "+str(player.health),True,WHITE)
score_label = font_score.render("Score: " + str(score),True, WHITE)
screen.blit(score_label,[100,480])
screen.blit(health_label,[190,480])
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
pg.quit()
sys.exit()