Pygame精灵 - 获取直接碰撞边

时间:2017-08-29 22:06:00

标签: python python-3.x pygame sprite

我是pygame的新手,我正在努力获取基本知识。我想创建障碍物并检测玩家矩形的哪一侧(表示精灵的碰撞盒)与障碍物矩形碰撞。有了这个,我可以在游戏中创建基本物理。

这就是我所做的:

import pygame

class Player (pygame.sprite.Sprite):
    def __init__(self, x=0, y=0, s=100):
        super(Player,self).__init__()
        self.image = pygame.transform.scale(pygame.image.load("player.png"), (s, s))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

class Block (pygame.sprite.Sprite):
    def __init__(self, x=0, y=500, s=100):
        super(Block, self).__init__()
        self.image = pygame.transform.scale(pygame.image.load("wall.png"),(s, s))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

pygame.init()

display = pygame.display.set_mode((800,600))

player = Player()
block = Block()

sprites = pygame.sprite.Group()
living = pygame.sprite.Group()
noliving = pygame.sprite.Group()

sprites.add(player)
sprites.add(block)
living.add(player)
noliving.add(block)

gravity = 1

xCh = 0
yCh = 0

speed = 1

while True:

    display.fill((159, 159, 159))

    for liv in living:
        for noliv in noliving:
            if(not pygame.sprite.collide_rect(liv, noliv)):
                player.rect.y += gravity

    for event in pygame.event.get():
        if(event.type == pygame.KEYDOWN):
            if(event.key == pygame.K_ESCAPE):
                quit()
            elif(event.key == pygame.K_a or event.key == pygame.K_LEFT):
                xCh = -speed
            elif(event.key == pygame.K_d or event.key == pygame.K_RIGHT):
                xCh = speed
        elif(event.type == pygame.KEYUP):
            xCh = 0
            yCh = 0
        elif(event.type == pygame.QUIT):
            quit()

    player.rect.x += xCh

    sprites.draw(display)

    pygame.display.update()

当玩家接触到阻挡时停止下降,但是如果我向左或向右然后进入阻挡,则玩家直接进入阻挡并停止从那里掉落。我希望玩家无法通过该区块。怎么做?

2 个答案:

答案 0 :(得分:1)

以下是您的代码,其中包含建议的修复程序以及其他一些改进建议。

首先要做的事情是:错误的是你从未检查水平移动是否会使块碰撞。你只有一张支票,实际上只有之后发生了任何碰撞。在这种情况下,它会阻止“引力”做任何事情。由于您是逐个像素地更新播放器,因此碰撞已经发生的事实大部分都未被注意到。修复方法是创建一个检查,以验证移动块是否可以移动到某个位置,然后才允许它。并为所有运动做到这一点,不仅仅是重力运动。

所以,在这里,我将解释可以让这个示例代码演变成完整游戏的改进。

  1. 消除模块级别的“浮动代码”并将所有内容放入函数中。这对于任何游戏来说都是必不可少的,这些游戏将来甚至可以像起始屏幕一样简单(可能还有“再次播放”屏幕)。我做了两个功能,一个创建设置 您的游戏环境和创建您的对象,以及主要的游戏功能。您应该在将来进一步分离“设置”阶段, 能够创造更多游戏对象或不同的游戏关卡。

  2. 重复使用您的代码。您的__init__方法中的行大多数在您的两个类之间重复,但是对于初始位置和图像名称常量。所以你实际上只需要一个类,并为这些属性传递不同的值。由于你暗示你将通过使用组等两种不同的游戏类型的对象,我保留了这两个类,但是考虑了公共代码。

  3. 帧延迟:您的代码将“尽可能快地”移动 - 这将在不同的计算机中创建不同的游戏速度,并使用100%的CPU - 导致可能的机器速度降低和过多的电源使用。我包括一个30ms的硬编码暂停 - 这将允许你的游戏以接近30FPS的速度移动,保持不同设备的速度稳定。需要进行的另一项更改是,您的重力和速度的硬编码“1”值会使玩家一次移动1px,但必须更改为更大的值。

  4. 最后但并非最不重要的是,“我可以移动到那里”逻辑:它实际上看起来很广泛 - 但是认为对“这个对象移动到那个位置”的检查的简单英语描述是冗长的。该方法基本上是:“存储当前位置”。 “用给定的x和y位移假定位置”。 “检查我是否与某些东西相撞”。 “如果没有,恢复以前的位置,并说允许移动”。 “否则,恢复y位置,检查X方向是否有碰撞,如果是,则限制水平移动”。 “恢复x位置,将y位置移动所需的量,检查是否发生碰撞。如果是,则限制y方向的移动”。 “如果运动不受x或y的限制,则只是导致碰撞的组合运动:限制两个方向的运动是公平的”。 “恢复原始位置,允许返回x和y位置,以及我们碰撞的对象”。所有这些逻辑都放在“活”对象类本身中,因此它可以随时使用,主游戏逻辑中只有一行代码。

  5. 代码:

    import pygame
    
    
    class GameObject(pygame.sprite.Sprite):
        def __init__(self, x=0, y=0, s=100, image=""):
            super(GameObject, self).__init__()
            if not image:
                image = self.image
            self.image = pygame.transform.scale(pygame.image.load(image), (s, s))
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y
    
    
    class Player(GameObject):
        image = "player.png"
    
        def can_move(self, xCh, yCh, group):
            old_pos = self.rect.x, self.rect.y
            self.rect.x += xCh
            self.rect.y += yCh
            collided_with  = pygame.sprite.spritecollideany(self, group)
            if not collided_with:
                # No Collisions at all - allow movement
                self.rect.x = old_pos[0]
                self.rect.y = old_pos[1]
                return True, xCh, yCh, None
            # Check if the colision was due to horizontal movement:
            self.rect.y = old_pos[1]
            if pygame.sprite.spritecollideany(self, group):
                # Yes, then indicate horizontal movement should be 0
                xCh = 0
    
            # check if collision was due to vertical movement:
            self.rect.y += yCh
            self.rect.x = old_pos[0]
    
            if pygame.sprite.spritecollideany(self, group):
                # Yes - indicate vertical movemnt should be 0
                yCh = 0
    
            # if only diagonal movement causes collision, then
            # cancel movrment in both axes:
            # (i.e. just the diagonal movement would hit the
            #  obstacle )
            if not xCh == 0 and not yCh == 0:
                xCh = 0
                yCh = 0
    
            self.rect.x = old_pos[0]
            self.rect.y = old_pos[1]
            return False, xCh, yCh, collided_with
    
    
    
    class Block(GameObject):
        image = "wall.png"
    
    
    def setup():
        global display, player, living, noliving, gravity, speed, sprites
        pygame.init()
    
        display = pygame.display.set_mode((800,600))
    
        player = Player()
        block = Block(y=500)
    
        sprites = pygame.sprite.Group()
        living = pygame.sprite.Group()
        noliving = pygame.sprite.Group()
    
        sprites.add(player)
        sprites.add(block)
        living.add(player)
        noliving.add(block)
    
        gravity = 10
        speed = 10
    
    
    def main():
        xCh = 0
        yCh = 0
        while True:
    
            display.fill((159, 159, 159))
    
            for event in pygame.event.get():
                if(event.type == pygame.KEYDOWN):
                    if(event.key == pygame.K_ESCAPE):
                        quit()
                    elif(event.key == pygame.K_a or event.key == pygame.K_LEFT):
                        xCh = -speed
                    elif(event.key == pygame.K_d or event.key == pygame.K_RIGHT):
                        xCh = speed
                elif(event.type == pygame.KEYUP):
                    xCh = 0
                    yCh = 0
                elif(event.type == pygame.QUIT):
                    quit()
    
            yCh = gravity
    
            for liv in living:
                if liv == player:
                    check_x_ch = xCh
                else:
                    check_x_ch = 0
                can_move, xCh, yCh, obstacle = liv.can_move(xCh, yCh, noliving)
    
                liv.rect.x += xCh
                liv.rect.y += yCh
    
                # Do other actions if "can_move" indicates a block was hit...
    
    
            sprites.draw(display)
    
            pygame.display.update()
            pygame.time.delay(30)
    
    
    setup()
    main()
    

答案 1 :(得分:0)

最后一个版本是:

import pygame

class GameObj(pygame.sprite.Sprite):
    def __init__(self, image, x, y, s):
        super(GameObj, self).__init__()
        self.image = pygame.transform.scale(pygame.image.load("img/"+ image), (s, s))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

class Player(GameObj):

    leftUnable = False
    rightUnable = False

    jumpHeight = 200
    jumpSpeed = 5

    image = "player.png"
    inAir = True
    def __init__(self, x, y, s=100):
        super(Player,self).__init__(self.image, x, y, s)

class Block(GameObj):
    image = "wall.png"
    def __init__(self, x, y, s=100):
        super(Block, self).__init__(self.image, x, y, s)

def collideNum(sprite, group):
    total = 0
    for member in group:
        if(pygame.sprite.collide_rect(sprite, member)):
            total += 1

    return total

def setup():
    pygame.init()

    global display, player, block, sprites, living, noliving, clock

    display = pygame.display.set_mode((800, 600))
    pygame.display.set_caption("Test")

    clock = pygame.time.Clock()

    player = Player(100, 0)
    block = Block(100, 300)
    block1 = Block(200, 400)
    block2 = Block(400, 400)

    sprites = pygame.sprite.Group()
    living = pygame.sprite.Group()
    noliving = pygame.sprite.Group()

    noliving.add(block)
    noliving.add(block1)
    noliving.add(block2)

    living.add(player)

    for liv in living:
        sprites.add(liv)

    for noliv in noliving:
        sprites.add(noliv)

    main()

def main():
    speed = 5
    gravity = 5

    xCh, yCh = 0, 0

    player.leftUnable = False
    player.rightUnable = False

    while True:
        clock.tick(60)

        display.fill((184, 184, 184))

        yCh = gravity

        for event in pygame.event.get():
            if(event.type == pygame.QUIT):
                quit()
            elif(event.type == pygame.KEYDOWN):
                if(event.key == pygame.K_ESCAPE):
                    quit()
                elif((event.key == pygame.K_a or event.key == pygame.K_LEFT) and not player.leftUnable):
                    for noliv in noliving:
                        if(pygame.sprite.collide_rect(player, noliv)):
                            if(noliv.rect.left < player.rect.left < noliv.rect.right and player.rect.bottom > noliv.rect.top + 5):
                                player.leftUnable = True
                                break
                            else:
                                xCh = -speed
                                player.leftUnable = False

                        else:
                            xCh = -speed
                            player.leftUnable = False

                elif((event.key == pygame.K_d or event.key == pygame.K_RIGHT) and not player.rightUnable):
                    for noliv in noliving:
                        if(pygame.sprite.collide_rect(player, noliv)):
                            if(noliv.rect.left < player.rect.right < noliv.rect.right and player.rect.bottom > noliv.rect.top + 5):
                                player.rightUnable = True
                                break
                            else:
                                xCh = speed
                                player.rightUnable = False

                        else:
                            xCh = speed
                            player.rightUnable = False
                elif(event.key == pygame.K_SPACE or event.key == pygame.K_w or event.key == pygame.K_UP):
                    oldPos = player.rect.bottom
                    xCh = 0
                    if(not player.inAir):
                        while player.rect.bottom > oldPos - player.jumpHeight:
                            clock.tick(60)
                            display.fill((184, 184, 184))

                            for ev in pygame.event.get():
                                if(ev.type == pygame.KEYDOWN):
                                    if(ev.key == pygame.K_d or ev.key == pygame.K_RIGHT):
                                        xCh = speed
                                    elif(ev.key == pygame.K_a or ev.key == pygame.K_LEFT):
                                        xCh = -speed
                                elif(ev.type == pygame.KEYUP):
                                    xCh = 0

                            player.rect.x += xCh

                            player.rect.y -= player.jumpSpeed
                            player.inAir = True

                            sprites.draw(display)
                            pygame.display.update()
            elif(event.type == pygame.KEYUP):
                xCh = 0

        for liv in living:
            for noliv in noliving:
                if(pygame.sprite.collide_rect(liv, noliv)):
                    liv.inAir = False
                    break
                else:
                    liv.inAir = True



        for noliv in noliving:
            if(pygame.sprite.collide_rect(player, noliv)):
                if(noliv.rect.left < player.rect.left < noliv.rect.right and player.rect.bottom > noliv.rect.top + 5):
                    player.leftUnable = True
                    if(collideNum(player, noliving) == 1):
                        player.inAir = True
                    if(xCh < 0):
                        xCh = 0
                elif(noliv.rect.left < player.rect.right < noliv.rect.right and player.rect.bottom > noliv.rect.top + 5):
                    player.rightUnable = True
                    if(collideNum(player, noliving) == 1):
                        player.inAir = True
                    if(xCh > 0):
                        xCh = 0
                else:
                    player.leftUnable = False
                    player.rightUnable = False
            else:
                player.leftUnable = False
                player.rightUnable = False

        if(not player.inAir):
            yCh = 0

        if(player.rect.top > display.get_size()[1]):
            setup()

        player.rect.x += xCh
        player.rect.y += yCh

        sprites.draw(display)
        pygame.display.update()

setup()

它运作良好。