我正在努力寻找一种方法来使精灵在 pygame 中跳转。当我基本上运行程序时,现在精灵会直接移到屏幕顶部,我只希望它进行正常的跳转。跳转在一个类中并且是一个函数。我使用KEYDOWN
来检查何时按下它来向下移动。
import pygame
import random
import sys
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock() # A clock to limit the frame rate.
pygame.display.set_caption("this game")
class Background:
picture = pygame.image.load("C:/images/dunes.jpg").convert()
picture = pygame.transform.scale(picture, (1280, 720))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
def draw(self):
# Blit the picture onto the screen surface.
# `self.picture` not just `picture`.
screen.blit(self.picture, (self.xpos, self.ypos))
class Monster:
picture = pygame.image.load("C:/pics/hammerhood.png").convert_alpha()
picture = pygame.transform.scale(picture, (200, 200))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
# If you want to move continuously you need to set these
# attributes to the desired speed and then add them to
# self.xpos and self.ypos in an update method that should
# be called once each frame.
self.speed_x = 0
self.speed_y = 0
def update(self):
# Call this method each frame to update the positions.
self.xpos += self.speed_x
self.ypos += self.speed_y
# Not necessary anymore.
def move_left(self):
self.xpos -= 5 # -= not = -5 (augmented assignment).
def move_right(self):
self.xpos += 5 # += not = +5 (augmented assignment).
def jump(self): #vvvvvvv this is the part i do not know how to fix
# What do you want to do here?
#for x in range(1, 10):
#self.ypos -= 1 # -= not =-
# pygame.display.show() # There's no show method.
#for x in range(1, 10):
#self.ypos += 1
# pygame.display.show()
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
class Enemy: # Use upper camelcase names for classes.
picture = pygame.image.load("C:/pics/dangler_fish.png").convert_alpha()
picture = pygame.transform.scale(picture, (200, 200))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
def teleport(self):
self.xpos = random.randint(1, 1280)
self.ypos= random.randint(1, 720)
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
# Create the instances before the while loop.
ice = Background(0, 0) # I pass 0, 0 so that it fills the whole screen.
hammerhood = Monster(200, 500)
fish = Enemy(0, 0)
while True:
# Handle events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Check if the `event.type` is KEYDOWN first.
elif event.type == pygame.KEYDOWN:
# Then check which `event.key` was pressed.
if event.key == pygame.K_d:
#hammerhood.move_right()
hammerhood.speed_x = 5
elif event.key == pygame.K_a:
#hammerhood.move_left()
hammerhood.speed_x = -5
elif event.key == pygame.K_w:
hammerhood.jump()
elif event.type == pygame.KEYUP:
# Stop moving when the keys are released.
if event.key == pygame.K_d and hammerhood.speed_x > 0:
hammerhood.speed_x = 0
elif event.key == pygame.K_a and hammerhood.speed_x < 0:
hammerhood.speed_x = 0
# Update the game.
hammerhood.update()
fish.teleport()
if hammerhood.xpos == 1280 or hammerhood.xpos == 0:
hammerhood.speed_x = 0
# Draw everything.
ice.draw() # Blit the background to clear the screen.
hammerhood.draw()
fish.draw()
pygame.display.flip()
clock.tick(60) # Limit the frame rate to 60 FPS.
答案 0 :(得分:0)
只需添加一个GRAVITY
常量并将其添加到self.speed_y
每帧中即可加速播放器。
GRAVITY = .9 # Define this in the global scope.
# The Monster's update method.
def update(self):
self.speed_y += GRAVITY # Accelerate downwards.
self.xpos += self.speed_x
self.ypos += self.speed_y
# Stop falling at the bottom of the screen.
if self.ypos >= 520:
self.ypos = 520
self.speed_y = 0
self.on_ground = True
开始跳跃时,将self.speed_y
设置为负值:
def jump(self):
if self.on_ground: # This prevents air jumps.
self.on_ground = False
self.speed_y = -25