所以我一直试图在pygame中制作一个简单的迷宫游戏。目前,我遇到了墙面碰撞问题:我使用的当前碰撞系统是错误的,并没有按预期工作:
import pygame
import random
# mazes
mazes = [
[
"wwwwwwwwwwwwwwwwwwwwwww",
"w w",
"w D",
"w D",
"w w",
"wwwwwwwwwwwwwwwwwwwwwww"
]
,
[
"wwwwwwwwwwwwwwwwwwwwwww",
"w w w",
"w w wwwwwwwwwwwwwwwww w",
"w w wD w w",
"w w wwwwwwwwwwwwwww w w",
"w w w w",
"w wwwwwwwwwwwwwwwwwww w",
"w w",
"wwwwwwwwwwwwwwwwwwwwwww"
]
]
pygame.init()
# Asset and text properties
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
blue = (0, 0, 255)
# Display properties
FPS = 30
display_width = 800
display_height = int(display_width * 2 / 3)
clock = pygame.time.Clock()
block_size = display_width / 40
level = 0
def message_to_screen(msg, color, fontSize, x_axis, y_axis):
font = pygame.font.SysFont(None, fontSize)
screen_text = font.render(msg, True, color)
gameDisplay.blit(screen_text, [x_axis, y_axis])
# Create a game display
gameDisplay = pygame.display.set_mode([display_width, display_height])
pygame.display.set_caption("Mazer - Use arrow keys to move")
def gameloop(): # main function
global level
wall_maze, door_maze = buildMaze(mazes[1])
gameExit = False
gameOver = False
movementSpeed_x = 0
movementSpeed_y = 0
player_x = display_width / 10
player_y = display_height / 1.2
speed = block_size / 2
while not gameExit: #running game loop
while gameOver:
gameDisplay.fill(white)
message_to_screen("Press Q to quit",
red, 40, display_width / 7, display_height / 3 )
message_to_screen("Press N for next level", red, 40,
display_width / 7, display_height / 3 + 40)
pygame.display.update()
for event in pygame.event.get():
if event == pygame.QUIT:
gameExit = True
gameOver = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameOver = False
elif event.key == pygame.K_n:
level += 1
gameOver = False
gameloop()
# Event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
# Movement control
if movementSpeed_y == 0:
if event.key == pygame.K_LEFT:
movementSpeed_x = -speed
if event.key == pygame.K_RIGHT:
movementSpeed_x = speed
if movementSpeed_x == 0:
if event.key == pygame.K_DOWN:
movementSpeed_y = speed
if event.key == pygame.K_UP:
movementSpeed_y = -speed
if event.type == pygame.KEYUP and event.type != pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_DOWN or \
event.key == pygame.K_UP or event.key == pygame.K_RIGHT:
movementSpeed_x = 0
movementSpeed_y = 0
if movementSpeed_x > 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_x = 0
player_x -= speed
elif movementSpeed_x < 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_x = 0
player_x += speed
if movementSpeed_y > 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_y = 0
player_y -= speed
elif movementSpeed_y < 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_y = 0
player_y += speed
player_x += movementSpeed_x
player_y += movementSpeed_y
# Movement control
# Rendering
gameDisplay.fill(white)
mazer = player(block_size, player_x, player_y)
movingSprites = pygame.sprite.Group()
movingSprites.add(mazer)
wall_maze.draw(gameDisplay)
door_maze.draw(gameDisplay)
movingSprites.draw(gameDisplay)
pygame.display.update()
clock.tick(FPS) # FPS tick
if pygame.sprite.spritecollideany(mazer, door_maze):
gameOver = True
pygame.quit()
quit()
class asset(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class player(asset): # Class for player
def __init__(self, size, x, y):
# Image properties for player
super().__init__()
self.image = pygame.Surface([size, size])
self.image.fill(red)
self.rect = self.image.get_rect()
# Player's position
self.rect.x = x
self.rect.y = y
class wall(asset): # Class for wall blocks
def __init__(self, size, x , y):
# Image properties for wall
super().__init__()
self.image = pygame.Surface([size, size])
self.image.fill(black)
self.rect = self.image.get_rect()
# Wall's position
self.rect.x = x
self.rect.y = y
class door(asset):
def __init__(self, size, x, y):
super().__init__()
self.image = pygame.Surface([size, size])
self.image.fill(blue)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def buildMaze(Maze):
wall_list = pygame.sprite.Group()
door_list = pygame.sprite.Group()
pos_x = display_width / 10 - block_size
pos_y = display_height / 1.2 + block_size
for row in Maze:
for space in row:
if space == "w":
wall_maze = wall(block_size, pos_x, pos_y)
wall_list.add(wall_maze)
elif space == "D":
door_maze = door(block_size, pos_x, pos_y)
door_list.add(door_maze)
pos_x += block_size
pos_y -= block_size
pos_x = display_width / 10 - block_size
return wall_list, door_list
gameloop()
如果您尝试运行代码并玩游戏,您会注意到当您移向墙壁时,播放器通常会留在墙内并且控件反转(向左移动时向右移动)。我怀疑它与我构建碰撞探测器的方式有关:
if movementSpeed_x > 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_x = 0
player_x -= speed
elif movementSpeed_x < 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_x = 0
player_x += speed
if movementSpeed_y > 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_y = 0
player_y -= speed
elif movementSpeed_y < 0:
if pygame.sprite.spritecollideany(mazer, wall_maze):
movementSpeed_y = 0
player_y += speed
还有一件事,我认为通过在pygame.display.update()之前使用此代码,它不会显示玩家撞墙,因为该位置应该在此之前更新但不知何故它没有&# 39;按预期工作。感谢您查看我的代码。