pygame platformer - 如何使底部固体?

时间:2018-01-03 00:03:36

标签: python pygame

所以我正在制作一个pygame平台游戏,我被困在一件事上。我没想办法让我的平台底部变得坚固。玩家可以降落在它的顶部但是当它试图穿过它的底部时它会反弹回来。我尝试了这个,但它没有用:

with open("myfile", "rt") as filein:
with open("mynewfile", "wt") as fileout:
    for line in filein:
        fileout.write(line.replace('a', 'b'))
        fileout.write(line.replace('c', 'd'))
        fileout.write(line.replace('e', 'f'))
        fileout.write(line.replace('g', 'h'))
        fileout.write(line.replace('i', 'j'))
        fileout.write(line.replace('k', 'l'))
print("Done")

有没有人为我找到解决方案?这是complete program

1 个答案:

答案 0 :(得分:1)

这是一个简短的平台游戏示例。尤其是运动很重要。您必须先沿x轴移动,检查玩家是否与墙壁碰撞,如果发生碰撞则将其移回。然后用y轴做同样的事情。如果你不将动作分成这两部分,如果同时按下多个动作键,你的播放器将跳到墙的两侧,顶部或底部。

import pygame as pg


pg.init()
WINDOW_WIDTH, WINDOW_HEIGHT = 800, 600
screen = pg.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
GRAY = pg.Color('gray24')
GRAVITY = 800


class Player(pg.sprite.Sprite):

    def __init__(self, pos, blocks):
        super().__init__()
        self.image = pg.Surface((30, 50))
        self.image.fill(pg.Color(0, 110, 170))
        self.rect = self.image.get_rect(topleft=pos)
        self.vel = pg.math.Vector2(0, 0)
        self.pos = pg.math.Vector2(pos)
        self.blocks = blocks
        self.on_ground = False

    def update(self, dt):
        # Move along x-axis.
        self.pos.x += self.vel.x * dt
        self.rect.x = self.pos.x

        collisions = pg.sprite.spritecollide(self, self.blocks, False)
        for block in collisions:  # Horizontal collision occurred.
            if self.vel.x > 0:  # Moving right.
                self.rect.right = block.rect.left  # Reset the rect pos.
            elif self.vel.x < 0:  # Moving left.
                self.rect.left = block.rect.right  # Reset the rect pos.
            self.pos.x = self.rect.x  # Update the actual x-position.

        # Move along y-axis.
        self.pos.y += self.vel.y * dt
        # +1 to check if we're on a platform each frame.
        self.rect.y = self.pos.y + 1
        # Prevent air jumping when falling.
        if self.vel.y > 0:
            self.on_ground = False

        collisions = pg.sprite.spritecollide(self, self.blocks, False)
        for block in collisions:  # Vertical collision occurred.
            if self.vel.y > 0:  # Moving down.
                self.rect.bottom = block.rect.top  # Reset the rect pos.
                self.vel.y = 0  # Stop falling.
                self.on_ground = True
            elif self.vel.y < 0:  # Moving up.
                self.rect.top = block.rect.bottom  # Reset the rect pos.
                self.vel.y = 0  # Stop jumping.
            self.pos.y = self.rect.y  # Update the actual y-position.

        # Stop the player at screen bottom.
        if self.rect.bottom >= WINDOW_HEIGHT:
            self.vel.y = 0
            self.rect.bottom = WINDOW_HEIGHT
            self.pos.y = self.rect.y
            self.on_ground = True
        else:
            self.vel.y += GRAVITY * dt  # Gravity


class Block(pg.sprite.Sprite):

    def __init__(self, rect):
        super().__init__()
        self.image = pg.Surface(rect.size)
        self.image.fill(pg.Color('paleturquoise2'))
        self.rect = rect


def main():
    clock = pg.time.Clock()
    done = False
    dt = 0

    all_sprites = pg.sprite.Group()
    blocks = pg.sprite.Group()
    player = Player((300, 100), blocks)
    all_sprites.add(player)
    rects = ((300, 200, 30, 70), (100, 350, 270, 30),
             (500, 450, 30, 170), (400, 570, 270, 30),
             (500, 150, 70, 170), (535, 310, 270, 70))
    for rect in rects:  # Create the walls/platforms.
        block = Block(pg.Rect(rect))
        all_sprites.add(block)
        blocks.add(block)

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            elif event.type == pg.KEYDOWN:
                if event.key == pg.K_a:
                    player.vel.x = -220
                elif event.key == pg.K_d:
                    player.vel.x = 220
                elif event.key == pg.K_w:  # Jump
                    if player.on_ground:
                        player.vel.y = -470
                        player.pos.y -= 20
                        player.on_ground = False
            elif event.type == pg.KEYUP:
                if event.key == pg.K_a and player.vel.x < 0:
                    player.vel.x = 0
                elif event.key == pg.K_d and player.vel.x > 0:
                    player.vel.x = 0

        all_sprites.update(dt)

        screen.fill(GRAY)
        all_sprites.draw(screen)

        pg.display.flip()
        dt = clock.tick(60) / 1000


if __name__ == '__main__':
    main()
    pg.quit()

这是您在评论中发布的代码的工作版本(仅限垂直碰撞,您还需要添加水平碰撞)。因此,当玩家跳跃并与平台发生碰撞时,您必须将player.rect.top设置为platform.rect.bottom并更改vel.y

import pygame as pg
from pygame.math import Vector2 as vec


pg.init()
WIDTH, HEIGHT = 800, 600
YELLOW = pg.Color('yellow')
GREEN = pg.Color('green')
BLACK = pg.Color('gray11')
screen = pg.display.set_mode((WIDTH,HEIGHT))
clock = pg.time.Clock()
FPS = 60
PLAYER_FRICTION = .95
PLAYER_ACC = .2


class Player(pg.sprite.Sprite):

    def __init__(self):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((30, 40))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect(center=(WIDTH/2, HEIGHT-30))
        self.pos = vec(WIDTH/2, HEIGHT/2)
        self.vel = vec(0,0)
        self.acc = vec(0,0)

    def jump(self):
        self.rect.y += 1
        hits = pg.sprite.spritecollide(self, platforms, False)
        self.rect.y -= 1
        if hits:
            self.vel.y = -13

    def update(self):
        self.acc = vec(0, 0.5)
        keys = pg.key.get_pressed()
        if keys[pg.K_a]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_d]:
            self.acc.x = PLAYER_ACC

        # apply friction
        self.vel.x *= PLAYER_FRICTION
        self.vel += self.acc
        self.pos += self.vel
        # wrap around the sides of the screen
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH

        self.rect.midbottom = self.pos


class Platform(pg.sprite.Sprite):
    def __init__(self, x, y, w, h):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((w, h))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect(topleft=(x, y))


all_sprites = pg.sprite.Group()
platforms = pg.sprite.Group()

player = Player()
all_sprites.add(player)
# spawns and adds platforms to group
p1 = Platform(0, HEIGHT - 40, WIDTH, 40)
p2 = Platform(WIDTH / 2 - 50, HEIGHT - 300, 100, 20)
p3 = Platform(WIDTH / 2 - 100, HEIGHT - 150, 200, 20)
all_sprites.add(p1, p2, p3)
platforms.add(p1, p2, p3)

running = True
while running:
    clock.tick(FPS)
    for event in pg.event.get():
        if event.type == pg.QUIT:
            running = False
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_SPACE:
                player.jump()

    all_sprites.update()
    # Check if we hit a wall/platform.
    hits = pg.sprite.spritecollide(player, platforms, False)
    for platform in hits:  # Iterate over the collided platforms.
        if player.vel.y > 0:  # We're falling.
            player.rect.bottom = platform.rect.top
            player.vel.y = 0
        elif player.vel.y < 0:  # We're jumping.
            player.rect.top = platform.rect.bottom
            player.vel.y = 3

        player.pos.y = player.rect.bottom

    #Draw / render
    screen.fill(BLACK)
    all_sprites.draw(screen)
    pg.display.flip()


pg.quit()

顺便说一句,在跳转方法中,您必须更改self.rect.y而不是self.rect.x