我已经在整个互联网上搜索并搜索了为什么我的pygame不能在与游戏中的墙碰撞时移动我的sprite。每当玩家与wall_list
(精灵组)中的墙壁碰撞时,我都会将碰撞检测循环打印出“ hit2”。相反,它只是从外观上检测到墙壁正在碰撞,而不是在玩家与墙壁碰撞时检测到。
谁能再看看这个,告诉我我做错了什么?
import pygame, sys
import random
import os
from pygame.locals import *
pygame.init()
len_sprt_x = 21
len_sprt_y = 32
sprt_rect_x = 5
sprt_rect_y = 160
SPRT_RECT_X=0
SPRT_RECT_Y=0
LEN_SPRT_X=100
LEN_SPRT_Y=100
screen = pygame.display.set_mode((20, 30)) #Create the screen
sheet = pygame.image.load('/Users/***/Downloads/3KvKpwY.png')
sheet_chests = pygame.image.load("/Users/***/Downloads/154057568119963649.png")
monsters = pygame.image.load("/Users/****/Downloads/Typhon_Monster-Sire_Sprite.png")
draw_monsters = pygame.transform.scale(monsters, (55, 45))
sheet.set_clip(pygame.Rect(sprt_rect_x, sprt_rect_y, len_sprt_x, len_sprt_y))
sheet_chests.set_clip(pygame.Rect(32, 8, 34, 33))
draw_me2 = sheet_chests.subsurface(sheet_chests.get_clip())
draw_me = sheet.subsurface(sheet.get_clip()) #Extract the sprite you want
direction = "none"
class EasyChest(pygame.sprite.Sprite):
def __init__(self):
self.x = 425
self.y = 327
self.image = pygame.image.load("/Users/***/Downloads/154057568119963649.png")
self.rect = self.image.get_rect()
class Monster(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.x = 175
self.y = 520
self.image = pygame.image.load("/Users/****/Downloads/Typhon_Monster-Sire_Sprite.png")
self.rect = self.image.get_rect()
class Monster2(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.x = 330
self.y = 400
self.image = pygame.image.load("/Users/***/Downloads/Typhon_Monster-Sire_Sprite.png")
self.rect = self.image.get_rect()
class Monster3(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.x = 285
self.y = 190
self.image = pygame.image.load("/Users/***/Downloads/Typhon_Monster-Sire_Sprite.png")
self.rect = self.image.get_rect()
class Player(pygame.sprite.Sprite):
#direction = "none"
'''
Spawn a player
'''
def __init__(self):
self.x = 450
self.y = 685
self.image = pygame.image.load("/Users/***/Downloads/3KvKpwY.png")
self.rect = self.image.get_rect()
def keys(self):
'''
control player movement
'''
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
print('left')
direction = "left"
self.x += -steps
if event.key == pygame.K_RIGHT or event.key == ord('d'):
print('right')
direction = "right"
self.x += steps
if event.key == pygame.K_UP or event.key == ord('w'):
print('up')
direction = "up"
self.y += -steps
if event.key == pygame.K_DOWN or event.key == ord('s'):
print('down')
direction = "down"
self.y += steps
print(direction)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
print('left stop')
if event.key == pygame.K_RIGHT or event.key == ord('d'):
print('right stop')
if event.key == pygame.K_UP or event.key == ord('w'):
print('up stop')
if event.key == pygame.K_DOWN or event.key == ord('s'):
print('down stop')
if event.key == ord('q'):
pygame.quit()
sys.exit()
def update(self, wall_list):
'''
Update sprite position
'''
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
""" Constructor for the wall that the player can run into. """
# Call the parent's constructor
super().__init__()
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
# Make the top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
mapwidth = 20
mapheight= 30
tilesize = 25
#define colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
TROPICBLUE = (152,245,255)
GREY = (142,142,142)
WOOD = (156,102,31)
PATH = (139,115,85)
GINGER = (255,127,0)
FACE = (238,213,183)
FACESHADE = (205,183,158)
RED1 = (165,42,42)
HAIR = 0
SKIN = 1
NOSE = 2
GRASS = 3
WATER = 4
DEEPWATER = 5
MOUTH = 6
DIRT = 7
PATH = 8
colours = {
HAIR: GINGER,
SKIN:FACE,
NOSE: FACESHADE,
GRASS: GREEN,
WATER: TROPICBLUE,
DEEPWATER: BLUE,
MOUTH: RED1,
DIRT: WOOD,
PATH: PATH
}
tilemap = [
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, WATER, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, WATER, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH],
[DEEPWATER, DEEPWATER, WATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH],
[DEEPWATER, DEEPWATER, WATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
]
wall_list = pygame.sprite.Group()
wall1 = Wall(96, 0, 5, 100)
wall_list.add(wall1)
wall2 = Wall(96, 100, 29, 5)
wall_list.add(wall2)
wall3 = Wall(120, 100, 5, 350)
wall_list.add(wall3)
wall4 = Wall(120, 450, 55, 5)
wall_list.add(wall4)
wall4 = Wall(175, 450, 5, 50)
wall_list.add(wall4)
steps = 5
done = False
monster_list = pygame.sprite.Group()
c1 = EasyChest()
m1 = Monster()
monster_list.add(m1)
m2 = Monster2()
monster_list.add(m2)
m3 = Monster3()
monster_list.add(m3)
p1 = Player()
main = 1
offset_x = p1.rect[0] - p1.rect[0]
offset_y = p1.rect[1] - p1.rect[1]
while main == 1: #game loop
for event in pygame.event.get():
if event.type == pygame.QUIT: # lets user close the program
print("UserExit")
main = 0
if pygame.sprite.spritecollide(p1, wall_list, False):
print("sprites have collided!")
print("hit2")
if direction == "left":
screen.blit(p1.image, (p1.x, p1.y + steps))
if direction == "right":
screen.blit(p1.image, (p1.x, p1.y - steps))
if direction == "up":
screen.blit(p1.image, (p1.x - steps, p1.y))
if direction == "down":
screen.blit(p1.image, (p1.x, p1.y + steps))
screen = pygame.display.set_mode((mapwidth * tilesize, mapheight * tilesize))
for row in range(mapheight):
for column in range(mapwidth):
backdrop1 = pygame.draw.rect(screen, colours[tilemap[row][column]],
(column * tilesize, row * tilesize, tilesize, tilesize))
backdrop=backdrop1
print(p1.x, p1.y)
screen.blit(draw_me, (p1.x, p1.y))
screen.blit(draw_me2, (c1.x, c1.y))
screen.blit(draw_monsters, (m1.x, m1.y))
screen.blit(draw_monsters, (m2.x, m2.y))
screen.blit(draw_monsters, (m3.x, m3.y))
wall_list.draw(screen)
pygame.display.update()
p1.keys()
screen.blit(draw_me, (p1.x, p1.y))
pygame.display.update()
答案 0 :(得分:1)
您必须移动播放器的self.rect
,因为它用于碰撞检测。如果只想移动整数,则可以删除self.x, self.y
属性,而仅使用self.rect
存储坐标。
我还更改了一些其他内容:
p1.keys(event)
调用移到事件循环中。pygame.display.update()
调用,并且您将播放器抹了两次。class Player(pygame.sprite.Sprite):
"""Spawn a player."""
def __init__(self):
self.image = draw_me # Assign the player image.
# Assign the topleft coords of the rect.
self.rect = self.image.get_rect(topleft=(450, 685))
# The direction should be an instance attribute not a global variable.
self.direction = None
def keys(self, event):
"""Control player movement."""
if event.type == pygame.KEYDOWN:
if event.key in (pygame.K_LEFT, pygame.K_a):
self.direction = "left"
self.rect.x += -steps
elif event.key in (pygame.K_RIGHT, pygame.K_d):
self.direction = "right"
self.rect.x += steps
elif event.key in (pygame.K_UP, pygame.K_w):
self.direction = "up"
self.rect.y += -steps
elif event.key in (pygame.K_DOWN, pygame.K_s):
self.direction = "down"
self.rect.y += steps
print(self.direction)
修改后的主循环:
# I added a wall at the start to test the collisions.
wall5 = Wall(420, 670, 50, 5)
wall_list.add(wall5)
clock = pygame.time.Clock() # A clock to limit the frame rate.
main = True
while main:
for event in pygame.event.get():
if event.type == pygame.QUIT:
main = False
# Pass the previous event to the player in the event loop
# (once per event not per frame).
p1.keys(event)
if pygame.sprite.spritecollide(p1, wall_list, False):
print("sprites have collided!")
# Move the player back one step if a collision occurred.
if p1.direction == "left":
p1.rect.x += steps
elif p1.direction == "right":
p1.rect.x -= steps
elif p1.direction == "up":
p1.rect.y += steps
elif p1.direction == "down":
p1.rect.y -= steps
screen = pygame.display.set_mode((mapwidth * tilesize, mapheight * tilesize))
for row in range(mapheight):
for column in range(mapwidth):
backdrop1 = pygame.draw.rect(screen, colours[tilemap[row][column]],
(column * tilesize, row * tilesize, tilesize, tilesize))
backdrop = backdrop1
screen.blit(draw_me2, (c1.x, c1.y))
screen.blit(draw_monsters, (m1.x, m1.y))
screen.blit(draw_monsters, (m2.x, m2.y))
screen.blit(draw_monsters, (m3.x, m3.y))
wall_list.draw(screen)
# Blit the player image at the player rect.
screen.blit(p1.image, p1.rect)
# Test if the player rect moves correctly.
pygame.draw.rect(screen, (255, 0, 0), p1.rect, 1)
pygame.display.update() # Call `display.update` only once per frame.
clock.tick(60) # Limit the frame rate to 60 FPS.