我正在尝试使用以下代码在岩石精灵上添加碰撞检测;
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
class Player(pygame.sprite.Sprite):
def __init__(self, filename, x, y):
super().__init__()
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
def rockCollision(self, rock):
block_hit_list = pygame.sprite.spritecollide(self, rock, False)
for block in block_hit_list:
if self.change_x > 0:
self.rect.right = block.rect.left
else:
self.rect.left = block.rect.right
block_hit_list = pygame.sprite.spritecollide(self, rock, False)
for block in block_hit_list:
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Rock(pygame.sprite.Sprite):
def __init__(self, filename, x, y):
super().__init__()
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect().inflate(1, 1)
self.rect.y = y
self.rect.x = x
pygame.init()
screen_width = 1080
screen_height = 607
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption('Labyrinth')
block_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
rock_list = pygame.sprite.Group()
rock = Rock("Rock.png", 380, 280)
rock_list.add(rock)
player = Player("Isaac.png", 420, 150)
all_sprites_list.add(player)
clock = pygame.time.Clock()
background_position = [0, 0]
background_image = pygame.image.load("Floor.png").convert()
done = False
# -- MAIN PROGRAM LOOP -- #
# -- Event processing --
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Player controls
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-7, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(7, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 7)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(7, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-7, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -7)
# -- Game Logic --
all_sprites_list.update()
# Hit detection
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
player.rockCollision(rock_list)
screen.blit(background_image, background_position)
all_sprites_list.draw(screen)
rock_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
向左或向右移动到岩石中,碰撞效果完美。但是,向上或向下移动到岩石中会将我的播放器夹在岩石的右边(我永远无法真正走进岩石并卡在那儿,所以我会立即被夹在右边)。
我的问题是为什么会这样?我看不出为什么只有在我上下走入岩石时才发生这种情况的原因,而对于每个人来说,它们的代码都是相同的。
我希望能够在上,下行走时走进岩石,并能真正卡在岩石上而不是围住岩石
答案 0 :(得分:4)
您的碰撞检测会检查self.change_x > 0
和self.change_y > 0
,但不能处理这些值等于零的情况。这意味着您假设如果玩家不向上移动,则他必须向下移动,而实际上,在侧向移动时可能既不向上也不向下。同样,在垂直移动时也可以左右移动。
这只会在垂直行走时引起问题,因为在发生水平碰撞时,第一段代码将解决此问题,因此当您第二次调用spritecollide()
时,block_hit_list
为空,因此将跳过第二个for
循环。
要进行改进,可以按以下方式更改rockCollision()
方法:
def rockCollision(self, rock):
block_hit_list = pygame.sprite.spritecollide(self, rock, False)
for block in block_hit_list:
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
self.rect.left = block.rect.right
# else not moving sideways, so don't change our x position
block_hit_list = pygame.sprite.spritecollide(self, rock, False)
for block in block_hit_list:
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# else not moving vertically, so don't change our y position
这解决了左右或上下移动时的问题。但是您会注意到,如果您沿对角线移动,它仍然会失败:即使self.change_x
和self.change_y
都不为零,您的代码也无法判断这两个运动中的哪一个引起了碰撞
有一个教程here展示了如何通过将对角线运动分解为2个步骤(一个垂直方向和一个水平方向),并针对每个步骤进行碰撞检查,以更强大的方式处理碰撞。