---问题底部的完整代码---
我的计划是增加我的屏幕上被NPC占用的区域,以使播放器完全无法进入。我尝试通过在代码的NPC类中执行此方法来实现此方法,其中将播放器的y位置与npc的“ self.y” /当前y位置进行比较:
class NPC(object):
def __init__(self, path, x, y):
self.image = pygame.image.load(path).convert_alpha()
self.x = x
self.y = y
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.x, self.y, self.width, self.height)
def spawn(self, surface):
surface.blit(self.image, (self.x, self.y))
self.hitbox = (self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
def collide(self, x, y, width, height):
if self.y <= y <= self.y + self.height:
print("collide")
up = True
else:
up = False
print("not")
我知道我还没有正确完成代码,我只是添加了应该阻止玩家出于测试目的而立即退出的部分。
但是由于某种原因,碰撞边界位于屏幕的顶部(而NPC不在),我怀疑这是由于程序从屏幕顶部测量了npc的高度(即:npc精灵的高度为32像素,因此碰撞区域位于屏幕顶部的前32像素)
阻止播放器移动的代码(这是“向上”布尔值在类外部所指的)也无法正常工作-这是由于可能未返回值吗?
完整代码:
import pygame
import time
progress = 0
pygame.init()
(width, height) = (600, 400) #specify window resolution
bg_colour = (100,20,156) #specify bg colour
player_path = "downChara.png" #specifies image path
moveDown = True
moveUp = True
moveRight = True
moveLeft = True
class Player(object): #representitive of the player's overworld sprite
def __init__(self):
self.image = pygame.image.load(player_path).convert_alpha() #creates image, the player_path variable allowing it to be updated
self.X = (width/2) -16; # x co-ord of player
self.Y = (height/2)-16; # y co-ord of player
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.X, self.Y, self.width, self.height)
def handle_keys(self, down, up, left, right): #handling the keys/inputs
key = pygame.key.get_pressed()
dist = 5 #distance travelled in one frame of the program
if key[pygame.K_DOWN] and down == True: #if down
self.Y += dist #move down the length of dist
player_path = "downChara.png" #change image to down
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_UP] and up == True: #if up
self.Y -= dist #move up the length of dist
player_path = "upChara.png" #change to up
self.image = pygame.image.load(player_path).convert_alpha()
if key[pygame.K_RIGHT] and right == True: #etc.
self.X += dist
player_path = "rightChara.png"
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_LEFT] and left == True:
self.X -= dist
player_path = "leftChara.png"
self.image = pygame.image.load(player_path).convert_alpha()
def outX(coord): #"coord" acts the same as "self"
return (coord.X)
def outY(coord):
return (coord.Y)
def draw(self, surface): #draw to the surface/screen
surface.blit(self.image, (self.X, self.Y))
self.hitbox = (self.X, self.Y, self.width, self.height)
pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
return self.X, self.Y, self.width, self.height
class NPC(object):
def __init__(self, path, x, y):
self.image = pygame.image.load(path).convert_alpha()
self.x = x
self.y = y
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.x, self.y, self.width, self.height)
def spawn(self, surface):
surface.blit(self.image, (self.x, self.y))
self.hitbox = (self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
def collide(self, x, y, width, height):
if self.y <= y <= self.y + self.height:
print("collide")
up = True
else:
up = False
print("not")
##if self.y < player.hitbox[1]
def text_objects(text, font):
textSurface = font.render(text, True, (255, 255, 255))
return textSurface, textSurface.get_rect()
def interact(text):
textbox = pygame.transform.scale(pygame.image.load("bigbox.png"), (600, 111))
textSize = pygame.font.Font("cour.ttf",28) #specify text size
TextSurf, TextRect = text_objects(text, textSize) #allow text to be positioned
TextRect.topleft = (12, 297) #where text will be
screen.blit(textbox, (0, 289))
screen.blit(TextSurf, TextRect) #display text
pygame.display.update() #updates screen
time.sleep(2)
screen.fill(bg_colour, TextRect)
##def checker(array):
## ## check first value of each part of array (all numbers)
## ## compare it to progress
## ## if equal to or less than, cycle through rest of that part of array.
## ## if greater than, then ignore.
## ## e.g: progress = 49, NPC1 will still be on text "0", NPC2 will now be on "33" and NPC3 will be on "0"
##
## placeholderList = []
##
## for x in range(len(array)):
## if array[x][0] <= progress:
## del placeholderList[0:]
## placeholderList.append(array[x][1:])
## for x in range(len(placeholderList)):
## passMe = placeholderList[x]
## print (passMe)
## npc.interact(passMe)
screen = pygame.display.set_mode((width, height)) #create window
pygame.display.set_caption('EduGame') #specify window name
player = Player()
playerx, playery, playerwidth, playerheight = player.draw(screen)
clock = pygame.time.Clock()
person1 = NPC("talkToThis.png",100, 200)
npc = NPC("test.png",0, 0)
def setup(text):
for x in range(len(text)):
passtext = text[x]
interact(passtext)
boarderX = player.outX()
boarderY = player.outY()
##print (boarderX, boarderY) #making sure they both returned properly
pygame.display.flip() #paints screen
gameRun = True #allow game events to loop/be carried out more than once
while gameRun: #while game is running:
person1text2 = [[0,"beginng","www","xxdqsd"],[1,"middle","aa"],[2,"end!"]]
personText = ("hello","hi","bye")
playerx, playery, playerwidth, playerheight = player.draw(screen)
print(playerx, playery, playerwidth, playerheight)
npc.collide(playerx, playery, playerwidth, playerheight)
event = pygame.event.poll()
if event.type == pygame.QUIT: #if the "x" is pressed
pygame.quit() #quit game
gameRun = False #break the loop.
quit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
## checker(person1text2)
setup(personText)
player.handle_keys(moveDown, moveUp, moveLeft, moveRight) #handle keys
screen.fill(bg_colour) #draw background colour
player.draw(screen) #draws player
person1.spawn(screen)
pygame.display.update()
posX = player.outX()
posY = player.outY()
if posX > width - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveRight = False
else:
moveRight = True
if posX < 0:
moveLeft = False
else:
moveLeft = True
if posY > height - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveDown = False
else:
moveDown = True
if posY < 0:
moveUp = False
else:
moveUp = True
clock.tick(60)
这是一个很好的WIP,因此,如果您在检查过程中碰巧发现其他任何东西,可以随时提出来。