这是我第一次问这里,很抱歉,如果我不好问。
最近我一直试图制作一个Terraria型游戏,你可以在随机生成的景观中打破/放置块。在尝试实现破解机制(通过单击块触发)时,我遇到了一个问题。块不再变得坚固(这是一件好事),但块的图像仍然存在,我可以直接穿过它。
一个直观的例子: Before breaking block vs. After breaking block
这是代码
主文件(希望只有相关位):
# Imports
import pygame as pg
import json
import sys
import random
import os
from settings import *
from world_handler import *
# Initialize pygame
pg.mixer.pre_init()
pg.init()
# Fonts
# NOTE: put fonts in here
# Helper functions
def load_image(file_path):
# Loads an image
img = pg.image.load(file_path)
return img
def play_sound(sound, loops=0, maxtime=0, fade_ms=0):
# Plays some audio
if sound_on:
sound.play(loops, maxtime, fade_ms)
def play_music():
# Plays background music
if sound_on:
pg.mixer.music.play(-1)
# File paths
current_path = os.path.dirname(__file__)
assets_path = os.path.join(current_path, "assets")
image_path = os.path.join(assets_path, "img")
# Images
player_standing = load_image((os.path.join(image_path, "player", "standing", "player-standing.png")))
player_walking1 = load_image((os.path.join(image_path, "player", "walking", "player-walking1.png")))
player_walking2 = load_image((os.path.join(image_path, "player", "walking", "player-walking2.png")))
player_walking3 = load_image((os.path.join(image_path, "player", "walking", "player-walking3.png")))
player_walking4 = load_image((os.path.join(image_path, "player", "walking", "player-walking4.png")))
player_jumping = load_image((os.path.join(image_path, "player", "jumping", "player-jumping.png")))
player_images = {"walking": [player_walking1, player_walking2, player_walking3, player_walking4],
"jumping": player_jumping,
"standing": player_standing}
block_images = {"Grass": load_image((os.path.join(image_path, "blocks", "grass.png"))),
"Dirt": load_image((os.path.join(image_path, "blocks", "dirt.png"))),
"Stone": load_image((os.path.join(image_path, "blocks", "stone.png")))}
cursor_tracker = load_image((os.path.join(image_path, "misc", "clear-single-pixel.png")))
class Entity(pg.sprite.Sprite):
def __init__(self, x, y, image):
# Initialize an entity
super().__init__()
self.image = image
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.vx = 0
self.vy = 0
def apply_gravity(self, world):
# Let the enemy be affected by gravity
self.vy += world.gravity
self.vy = min(self.vy, world.terminal_velocity)
class Block(Entity):
def __init__(self, x, y, image):
# Initialize the block
super().__init__(x, y, image)
class Cursor(Entity):
def __init__(self, x, y, image):
# Initialize the invisible mouse cursor object
# This will be used to track where the mouse goes and if the mouse is on a block
super().__init__(x, y, image)
self.on_block = False
def follow_mouse(self):
# Make object follow the mouse
self.mouse_x, self.mouse_y = pg.mouse.get_pos()
self.rect.x = self.mouse_x
self.rect.y = self.mouse_y
def detect_block_collision(self, world):
# Detects collsion between cursor tracker and a block
hit_list = pg.sprite.spritecollide(self, world.blocks, True)
if len(hit_list) > 0:
pass
def update(self, world):
# Update the cursor object
self.follow_mouse()
world.active_sprites.add(self)
class Player(Entity):
def __init__(self, images):
# Initialize the player
super().__init__(0, 0, images["standing"])
# Images in each direction
self.image_standing_right = images["standing"]
self.image_standing_left = pg.transform.flip(self.image_standing_right, 1, 0)
self.images_walking_right = images["walking"]
self.images_walking_left = [pg.transform.flip(img, 1, 0) for img in self.images_walking_right]
self.image_jumping_right = images["jumping"]
self.image_jumping_left = pg.transform.flip(self.image_jumping_right, 1, 0)
# Player variables
self.running_images = self.images_walking_right
self.image_index = 0
self.steps = 0
self.speed = 3.5
self.jump_power = 12
self.vx = 0
self.vy = 0
self.direction = "right"
self.on_ground = True
self.score = 0
self.health = 100
self.max_health = 100
self.invincibility = 0
def move_left(self):
# Move to the left
self.vx = -self.speed + 0.9
self.direction = "left"
def move_right(self):
# Move to the rightS
self.vx = self.speed
self.direction = "right"
def stop(self):
# Stop it right there
self.vx = 0
def jump(self, blocks):
# Jump up, jump up, and get down
self.rect.y += 1
hit_list = pg.sprite.spritecollide(self, blocks, False)
if len(hit_list) > 0:
self.vy = -1 * self.jump_power
self.rect.y -= 1
def check_world_boundaries(self, world):
# Make sure the player doesn"t walk off the world
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > world.width:
self.rect.right = world.width
def move_and_process_blocks(self, blocks):
# Detect block collisions
# Block side collisions
self.rect.x += self.vx
hit_list = pg.sprite.spritecollide(self, blocks, False)
for block in hit_list:
if self.vx > 0:
self.rect.right = block.rect.left
self.vx = 0
elif self.vx < 0:
self.rect.left = block.rect.right
self.vx = 0
self.on_ground = False
# Block top and bottom collisions
self.rect.y += self.vy + 1 # The +1 isn"t necessary, but it helps
hit_list = pg.sprite.spritecollide(self, blocks, False)
for block in hit_list:
if self.vy > 0:
self.rect.bottom = block.rect.top
self.on_ground = True
self.vy = 0
elif self.vy < 0:
self.rect.top = block.rect.bottom
self.on_ground = True
self.vy = 0
def set_image(self):
# Set images and animate
if self.on_ground:
if self.vx != 0:
if self.direction == "right":
self.walking_images = self.images_walking_right
elif self.direction == "left":
self.walking_images = self.images_walking_left
self.steps = (self.steps + 1) % self.speed
if self.steps == 0:
self.image_index = (self.image_index + 1) % len(self.walking_images)
self.image = self.walking_images[self.image_index]
else:
if self.direction == "right":
self.image = self.image_standing_right
elif self.direction == "left":
self.image = self.image_standing_left
else:
if self.direction == "right":
self.image = self.image_jumping_right
elif self.direction == "left":
self.image = self.image_jumping_left
def die(self):
# D E D
pass
def check_block_breaks(self, blocks):
# Break a block
# mouse_pos = pg.mouse.get_pos()
# for block in blocks:
# if block.rect.collidepoint(mouse_pos):
# print("hi")
pass
def respawn(self, world):
# Hey, you"re back!
self.rect.x = world.start_x
self.rect.y = world.start_y
self.health = self.max_health
self.invincibility = 0
self.direction = "right"
def update(self, world):
# Constantly update the player
self.apply_gravity(world)
self.move_and_process_blocks(world.blocks)
self.check_world_boundaries(world)
self.set_image()
self.check_block_breaks(world.blocks)
if self.health > 0:
if self.invincibility > 0:
self.invincibility -= 1
else:
self.die()
class Game():
def __init__(self):
# Initialize the game itself
self.window = pg.display.set_mode([WINDOWWIDTH, WINDOWHEIGHT])
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.done = False
self.reset()
def start(self):
# Start the whole thing up
self.world = World(worlds[self.current_world])
self.cursor = Cursor(0, 0, cursor_tracker)
self.world.reset()
self.player.respawn(self.world)
def reset(self):
# Reset the game
self.player = Player(player_images)
self.current_world = 0
self.start()
def update(self):
# Update things in the game
self.player.update(self.world)
self.cursor.update(self.world)
if self.player.health <= 0:
self.player.respawn(self.world)
def calculate_offset(self):
# Calculate x/y coordinates after screen scrolls
x = -1 * self.player.rect.centerx + WINDOWWIDTH / 2
if self.player.rect.centerx < WINDOWWIDTH / 2:
x = 0
elif self.player.rect.centerx > self.world.width - WINDOWWIDTH / 2:
x = -1 * self.world.width + WINDOWWIDTH
y = -1 * self.player.rect.centery + WINDOWHEIGHT / 2
if self.player.rect.centery < WINDOWHEIGHT / 2:
y = 0
elif self.player.rect.centery > self.world.height - WINDOWHEIGHT / 2:
y = -1 * self.world.height + WINDOWHEIGHT
return x, y
def draw(self):
# Draw sprites to the screen
self.offset_x, self.offset_y = self.calculate_offset()
self.world.active_layer.fill(TRANSPARENT)
self.world.active_sprites.draw(self.world.active_layer)
if self.player.invincibility % 3 < 2:
self.world.active_layer.blit(self.player.image, [self.player.rect.x, self.player.rect.y])
self.window.blit(self.world.background_layer, [self.offset_x / 3, self.offset_y])
self.window.blit(self.world.inactive_layer, [self.offset_x, self.offset_y])
self.window.blit(self.world.active_layer, [self.offset_x, self.offset_y])
self.offset_cursor_x = self.cursor.rect.x - self.offset_x
self.offset_cursor_y = self.cursor.rect.y - self.offset_y
self.cursor.rect.x = self.offset_cursor_x
self.cursor.rect.y = self.offset_cursor_y
pg.display.update(0, 0, WINDOWWIDTH, WINDOWHEIGHT)
def process_events(self):
# Handle events (key presses, mouse clicks, etc)
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.KEYDOWN:
# Jump
if event.key == JUMP:
self.player.jump(self.world.blocks)
# Debug reset
elif event.key == pg.K_r:
self.reset()
# Debug close
elif event.key == pg.K_q:
self.done = True
# Break a block if you click on it
if event.type == pg.MOUSEBUTTONDOWN:
# for block in self.world.blocks:
# if block.rect.collidepoint(self.offset_cursor_x, self.offset_cursor_y):
# block.kill()
self.cursor.detect_block_collision(self.world)
pressed = pg.key.get_pressed()
if pressed[LEFT]:
self.player.move_left()
elif pressed[RIGHT]:
self.player.move_right()
else:
self.player.stop()
def loop(self):
# Loop through essential functions
while not self.done:
self.process_events()
self.update()
self.draw()
self.clock.tick(FPS)
if __name__ == "__main__":
# Begin the loop and pre-initialize the game
game = Game()
game.start()
game.loop()
pg.quit()
sys.exit()
World Handler(生成块并将其添加到组): 有些部分已被注释掉,因为它们没有任何用途,但很快就会出现。
# Imports
import pygame as pg
import json
import random
import os
from settings import *
from main import *
# Initialize pygame
pg.init()
class World():
def __init__(self, file_path):
# Initialize the world
# Starting entities
self.starting_blocks = []
# Entity groups
self.blocks = pg.sprite.Group()
# Sprite groups (active/inactive)
self.active_sprites = pg.sprite.Group()
self.inactive_sprites = pg.sprite.Group()
# Read the world json file
with open(file_path, "r") as f:
data = f.read()
map_data = json.loads(data)
# World width and height
self.width = map_data["width"] * GRID_SIZE
self.height = map_data["height"] * GRID_SIZE
# Player start position
self.start_x = map_data["start"][0] * GRID_SIZE
self.start_y = map_data["start"][1] * GRID_SIZE
# Load blocks
for item in map_data["blocks"]:
x, y = item[0] * GRID_SIZE, item[1] * GRID_SIZE
img = block_images[item[2]]
self.starting_blocks.append(Block(x, y, img))
# Layers
self.background_layer = pg.Surface([self.width, self.height], pg.SRCALPHA, 32)
self.inactive_layer = pg.Surface([self.width, self.height], pg.SRCALPHA, 32)
self.active_layer = pg.Surface([self.width, self.height], pg.SRCALPHA, 32)
# Load background color
if map_data["bg-color"] != "":
self.background_layer.fill(map_data["bg-color"])
# Load background image
# if map_data["bg-image"] != "":
# bg_image = pg.image.load(map_data["bg-image"]).convert_alpha()
#
# if map_data["bg-fill-y"]:
# h = bg_image.get_height()
# w = int(bg_image.get_width() * WINDOWHEIGHT / h)
# bg_image = pg.transform.scale(bg_image, (w, WINDOWHEIGHT))
#
# if "top" in map_data["bg-position"]:
# start_y = 0
# elif "bottom" in map_data["bg-postion"]:
# start_y = self.height = bg_image.get_height()
#
# if map_data["bg-repeat-x"]:
# for x in range(0, self.width, bg_image.get_width()):
# self.background_layer.blit(bg_image, [x, start_y])
# else:
# self.background_layer.blit(bg_image, [0, start_y])
# Load background music
# pg.mixer.music.load(map_data["music"])
# Set the world's gravity strength and terminal velocity
self.gravity = map_data["gravity"]
self.terminal_velocity = map_data["terminal-velocity"]
# Grass generator
if map_data["gen-type"] == "earth":
gen_loop = map_data["width"]
x = 0
y = 56 * GRID_SIZE # The general y coordinate for block placing
y_gen = 56 * GRID_SIZE # Stored to be referenced in order to make a smoother landscape
for i in range (0, map_data["width"]):
# Generate grass
img = block_images["Grass"]
self.starting_blocks.append(Block(x, y, img))
y += GRID_SIZE
# Generate dirt
for i in range(0, 6):
img = block_images["Dirt"]
self.starting_blocks.append(Block(x, y, img))
y += GRID_SIZE
# Generate stone
for i in range(1, int((self.height / GRID_SIZE))):
img = block_images["Stone"]
self.starting_blocks.append(Block(x, y, img))
y += GRID_SIZE
y = y_gen
x += GRID_SIZE
gen_loop -= 1
# Randomly decide what the next grass' y will be in relation to the previous one
random_grass = random.randint(0, 5)
# The lowest point you'll find a block of grass
lowest_grass_y = 53 * GRID_SIZE
# How extreme the changes in block heights will be
# 0 is flat, 1 will have pretty smooth terrain, while something like 10 would be super steep
gen_extremity = 1
# Keep the grass at the same y
if random_grass == 0 or random_grass == 1 or random_grass == 2 or random_grass == 3:
gen_loop -= 1
if y <= lowest_grass_y:
y += GRID_SIZE
# Increase y
elif random_grass == 4:
y_gen += GRID_SIZE * gen_extremity
if y <= lowest_grass_y:
y += GRID_SIZE
# Decrease y
elif random_grass == 5:
y_gen -= GRID_SIZE * gen_extremity
if y <= lowest_grass_y:
y += GRID_SIZE
else:
raise ValueError("How did we get here? Grass generator somehow generated an invalid number.")
# Add starting entities to their groups
self.blocks.add(self.starting_blocks)
# Add sprites to inactive/active sprite groups
self.inactive_sprites.add(self.blocks)
# Does... something?
for s in self.active_sprites:
s.image.convert()
for s in self.inactive_sprites:
s.image.convert()
# Draw inactive sprites to the inactive layer
self.inactive_sprites.draw(self.inactive_layer)
# Convert layers
self.background_layer.convert()
self.inactive_layer.convert()
self.active_layer.convert()
设置文件(帮助您重新创建问题并找出正在进行的操作
# Imports
import pygame as pg
import os
# File paths
current_path = os.path.dirname(__file__)
assets_path = os.path.join(current_path, 'assets')
image_path = os.path.join(assets_path, 'img')
# Window settings
TITLE = "Mooncraft"
WINDOWWIDTH = 960
WINDOWHEIGHT = 640
FPS = 60
GRID_SIZE = 32
# Options
sound_on = True
# Controls
LEFT = pg.K_a
RIGHT = pg.K_d
JUMP = pg.K_SPACE
# Colors
TRANSPARENT = (0, 0, 0, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# World files
worlds = [(os.path.join(assets_path, 'worlds', 'earth.json'))]
如果有人可以解释我做错了什么,我们将不胜感激。
更新2:添加了播放器类和设置文件,以帮助任何愿意帮助我找到问题的人。
答案 0 :(得分:0)
从一目了然,看起来你可能不会在更新循环中的任何一点清除屏幕,而是覆盖已经存在的内容。这将导致块仍然可见,但实际上并不存在。尝试在翻转显示之前添加screen.fill(#Color here)
。另请尝试使用pygame.display.update()
代替pygame.display.flip()