我正在制作一个“主角”,可以使用pygame跳来跳去,可以跳到盒子上。我创建了Player类,Level类和Box类。 spritecollide函数永远不会返回true,而且我不确定我要去哪里哪里。
我非常感谢您能提供的任何帮助。谢谢!
movementprototype.py
import random, pygame, sys
import math
from pygame.locals import *
from levelprototype import *
FPS = 60 # frames per second, the general speed of the program
WINDOWWIDTH = 640 # size of window's width in pixels
WINDOWHEIGHT = 480 # size of windows' height in pixels
# R G B
GRAY = (100, 100, 100)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
BLACK = ( 0, 0, 0)
BGCOLOR = WHITE
def main():
#set up all relevant variables
global FPSCLOCK, DISPLAYSURF, player, box_list
pygame.init()
FPSCLOCK = pygame.time.Clock()
#the length, in ms, of one frame
tick = 1000/FPS
#create window
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
mousex = 0 # used to store x coordinate of mouse event
mousey = 0 # used to store y coordinate of mouse event
pygame.display.set_caption('Movement test environment')
#create the player object using Player() class, add to all_sprites group.
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
#create the level object
level = Level()
while True: #main game loop
#fill with background colour
DISPLAYSURF.fill(BGCOLOR)
# Update items in the level
level.update()
level.draw(DISPLAYSURF)
#call the sprite update and draw methods.
all_sprites.update()
#check if the player has clicked the X or pressed escape.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
[irrelevant code]
#update the screen
pygame.display.update()
FPSCLOCK.tick(FPS)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
#.draw() called in main() requires that each Sprite have a Surface.image
#and a Surface.rect.
self.image = pygame.Surface((20,50))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
#attributes
self.velX = 0
self.velY = 0
self.x = 0
self.y = 0
self.gravity = 0.6
self.maxVelocity = 5
self.xResistance = 0.5
self.isJump = 0
self.isDash = 0
def update(self):
#check which keys are pressed and add velocity.
keys = pygame.key.get_pressed()
if (keys[K_d]) and self.velX < self.maxVelocity:
self.velX += 2.5
if (keys[K_a]) and self.velX > -self.maxVelocity:
self.velX -= 2.5
if (keys[K_w]) and self.isJump == 0:
self.velY -= 10
self.isJump = 1
if (keys[K_SPACE]) and self.isDash == 0:
#at the moment, can only dash once. add timer reset.
self.isDash = 1
if self.velX > 0:
self.x += 20
else:
self.x -= 20
#add gravity
self.velY += self.gravity
#add X resistance
if self.velX > 0.05:
self.velX -= self.xResistance
elif self.velX < -0.05:
self.velX += self.xResistance
#if velocity is really close to 0, make it 0, to stop xResistance moving it the other way.
if self.velX < 0.15 and self.velX > -0.15:
self.velX = 0
self.checkCollision()
#update position with calculated velocity
self.x += self.velX
self.y += self.velY
#call the draw function, below, to blit the sprite onto screen.
self.draw(DISPLAYSURF)
def checkCollision(self):
level = Level().box_list
for collide in pygame.sprite.spritecollide(self, level, False):
print("Collision")
#no matter what I put here, a collision never seems to be identified!!
def draw(self, DISPLAYSURF):
DISPLAYSURF.blit(self.image, (self.x, self.y))
if __name__ == '__main__':
main()
levelprototype.py
import pygame, sys
from pygame.locals import*
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
BLACK = ( 0, 0, 0)
class Box(pygame.sprite.Sprite):
""" Box the user can jump on """
def __init__(self, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
class Level():
#create the box_list as a Class attribute that exists for all instances.
box_list = pygame.sprite.Group()
def __init__(self):
# Background image
self.background = None
# Array with width, height, x, and y of platform
level = [[210, 70, 500, 100],
[210, 70, 200, 400],
[210, 70, 600, 300],
]
# Go through the array above and add platforms
if len(Level.box_list) < 3:
for platform in level:
block = Box(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
Level.box_list.add(block)
# Update everything on this level
def update(self):
""" Update everything in this level."""
# Level.box_list.update()
def draw(self, DISPLAYSURF):
""" Draw everything on this level. """
# Draw all the sprite lists that we have
Level.box_list.draw(DISPLAYSURF)
答案 0 :(得分:0)
检查冲突时,pygame.sprite.spritecollide
将检查Sprite的矩形是否相交。您没有更新播放器的rect
属性,因此其位置将位于(0, 0)
。确保它们已同步:
# update position with calculated velocity
self.x += self.velX
self.y += self.velY
self.rect.x = self.x
self.rect.y = self.y