我正试图阻止玩家通过积木。我希望它们能够降落在积木上,但是如果积木的另一侧发生碰撞,则会弹开
我以前曾尝试更改玩家撞到障碍物时重置的距离
运行每一帧以检查是否存在碰撞:
hits = pygame.sprite.spritecollide(player, walls, False)
if hits:
player.checkCollisionWall(hits)
玩家类
import pygame, time, Settings
from pygame.locals import *
vec = pygame.math.Vector2
pygame.init()
class player(pygame.sprite.Sprite):
ACCEL = 0.5 # Acceleration
GFRICTION = vec(-0.2, 0) # Ground Friction
AFRICTION = vec(-0.2, 0) # Air Friction
GRAVITY = 0.8 # must be greater than 0.6
JUMP_HEIGHT = 10
START_X = 25
START_Y = 600
WIDTH = 10
HEIGHT = 10
START_POS = vec(START_X + WIDTH/2, START_Y + HEIGHT) # point at bottom middle
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.Pos = self.START_POS
self.image = pygame.surface.Surface((self.WIDTH, self.HEIGHT))
self.image.fill((0, 255, 0))
self.rect = self.image.get_rect()
self.rect.center = (self.Pos.x, self.Pos.y)
self.vel = vec(0,0) # set velocity as a vector
self.acc = vec(0,0) # set acceleration as a vector
self.inJump = False
self.tryingToJump = False
def update(self):
self.tryingToJump = False
self.acc = vec(0, self.GRAVITY)
self.move()
def draw(self):
# draw the rectangle
self.Pos += self.vel + 0.5 *self.acc
self.rect.center = self.Pos
def move(self):
# identify which keys are pressed
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_LEFT]:
self.changeX("left")
elif pressed_keys[K_RIGHT]:
self.changeX("right")
if pressed_keys[K_UP]:
self.jump()
# check player is on screen and place player where it should be if neccessary
if self.Pos.y > Settings.WINDOW_HEIGHT:
self.Pos.x = self.START_POS.x
self.Pos.y = self.START_POS.y
if self.Pos.x < 0:
self.vel.x = 2
if self.Pos.x > Settings.WINDOW_WIDTH:
self.vel.x = -2
# apply friction
if self.inJump: #in the air
self.acc.x += self.vel.x * self.AFRICTION.x
else: #touching the ground
self.acc.x += self.vel.x * self.GFRICTION.x
# move the player
self.vel += self.acc
def changeX(self, direction):
# move left or right
if direction == "right":
self.acc.x = self.ACCEL
elif direction == "left":
self.acc.x = -self.ACCEL
def jump(self):
# jump only if standing on a platform
if self.inJump == False:
self.tryingToJump = True
self.inJump = True
self.vel.y -= self.JUMP_HEIGHT
def checkCollisionWall(self, hits):
self.lowestWall = self.highestWall = hits[0]
for i in hits:
if i.rect.bottom > self.lowestWall.rect.bottom:
self.lowestWall = i # find the lowest wall that the player is touching
if i.rect.top < self.highestWall.rect.top:
self.highestWall = i # find the highest wall that the player is touching
if self.vel.y > 0: # check if a block is below
print("below")
self.rect.bottom = self.lowestWall.rect.top
self.acc.y = self.vel.y = 0 # set acceleration and velocity to 0 on the y axis
self.inJump = False
if self.vel.y < 0: # check if a block is above
if not self.tryingToJump: # if the block isn't trying to jump (I have this in otherwise player doesn't jump)
print("above")
self.rect.top = self.highestWall.rect.bottom
self.acc.y = self.vel.y = 0 # set acceleration and velocity to 0 on the y axis
if self.highestWall.rect.top < self.lowestWall.rect.top and self.rect.bottom == self.lowestWall.rect.top: # I have this line in too make sure that the player does not snap to the side of the block it is in when it moves side to side
if self.vel.x > 0:
print("right")
self.rect.right = self.highestWall.rect.left
self.acc.x = self.vel.x = -self.ACCEL # set acceleration and velocity to -0.5 on the x axis
if self.vel.x < 0:
print("left")
self.rect.left = self.highestWall.rect.right
self.acc.x = self.vel.x = self.ACCEL # set acceleration and velocity to 0.5 on the x axis
当我尝试此操作时,播放器会很好地降落在方块上,但是当他们接触方块的底部时,玩家会卡在方块的顶部而不是弹起。当玩家跳进方块时跳入时,玩家会跳到较高方块的顶部。
答案 0 :(得分:0)
根据我的经验(不是那么广泛),如果没有针对每个维度分别测试玩家的动作,可能会出现这种问题。
我建议您:
分别进行x和y的移动以及碰撞测试,以便您可以沿x方向移动播放器,测试碰撞并在需要时固定x的位置,并对y重复该过程。
编辑checkCollisionWall
方法,使其采用单个块,而不是块列表。如果您将x和y动作分开,则玩家最多会碰撞一个方块。因此,无需搜寻最低的墙壁和最高的墙壁。您的代码会更简单。
在这里,我建议您进行一些编辑。 move
已分为move_x
和move_y
。从checkCollisionWall
到checkCollision_x
和checkCollision_y
。
我还编辑了update
方法:现在它完成了第1点中描述的整个过程,因此调用update
也会检查冲突。
def update(self):
self.tryingToJump = False
self.acc = vec(0, self.GRAVITY)
self.move_x()
hits = pygame.sprite.spritecollide(player, walls, False)
for bhit in hits:
player.checkCollision_x(bhit)
self.move_y()
hits = pygame.sprite.spritecollide(player, walls, False)
for bhit in hits:
player.checkCollision_y(bhit)
def move_x(self):
# identify which keys are pressed
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_LEFT]:
self.changeX("left")
elif pressed_keys[K_RIGHT]:
self.changeX("right")
# check player is on screen and place player where it should be if neccessary
if self.Pos.x < 0:
self.vel.x = 2
if self.Pos.x > Settings.WINDOW_WIDTH:
self.vel.x = -2
# apply friction
if self.inJump: #in the air
self.acc.x += self.vel.x * self.AFRICTION.x
else: #touching the ground
self.acc.x += self.vel.x * self.GFRICTION.x
# move the player
self.vel.x += self.acc.x
def move_y(self):
# identify which keys are pressed
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_UP]:
self.jump()
# check player is on screen and place player where it should be if neccessary
if self.Pos.y > Settings.WINDOW_HEIGHT:
self.Pos.x = self.START_POS.x
self.Pos.y = self.START_POS.y
# move the player
self.vel.y += self.acc.y
def checkCollision_x(self, coll_block):
if self.vel.x > 0:
print("right")
self.rect.right = coll_block.rect.left
self.acc.x = self.vel.x = -self.ACCEL # set acceleration and velocity to -0.5 on the x axis
elif self.vel.x < 0:
print("left")
self.rect.left = coll_block.rect.right
self.acc.x = self.vel.x = self.ACCEL # set acceleration and velocity to 0.5 on the x axis
def checkCollision_y(self, coll_block):
if self.vel.y > 0: # check if a block is below
print("below")
self.rect.bottom = coll_block.rect.top
self.acc.y = self.vel.y = 0 # set acceleration and velocity to 0 on the y axis
self.inJump = False
elif self.vel.y < 0: # check if a block is above
if not self.tryingToJump: # if the block isn't trying to jump (I have this in otherwise player doesn't jump)
print("above")
self.rect.top = coll_block.rect.bottom
self.acc.y = self.vel.y = 0 # set acceleration and velocity to 0 on the y axis
此代码当然没有经过测试,但是即使不能按原样解决您的问题,我认为也应该为您提供正确的方向。