我正在做一个平台游戏,问题是由于加速,精灵可能移动得太快,这在我的代码中造成了一些问题 例如。如果精灵右下角碰到墙,则会执行将加速度设置为0的操作。如果精灵过快并在地板内进入一定的时间,它将计数并引起怪异的移动
这是我代码的主要部分
class player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image=pygame.image.load("rectmo.png").convert_alpha()
self.image=pygame.transform.scale(self.image, (25,100))
self.rect = self.image.get_rect()
self.rect.center = (self.rect.width/2,self.rect.height/2)
self.pos = vec(WIDTH/2,HEIGHT/2)
self.vel = vec(0,0)
self.acc = vec(0,0)
self.test= self.rect.inflate(0,+1)
def update(self):
#controls
user_input=pygame.key.get_pressed()
self.acc.x = 0
if user_input[pygame.K_d]:
self.acc.x=player_acc
if user_input[pygame.K_a]:
self.acc.x=-player_acc
#adds Friction
self.acc.x += self.vel.x * player_friction
#applying accelerating equation
self.vel.x = self.vel.x * 0.95 + self.acc.x
self.vel.y += self.acc.y
self.pos += self.vel
self.rect.center = self.pos
#stops sprite from moving through walls
on_ground = False
right=[self.rect.midright,self.rect.bottomright,self.rect.topright]
left=[self.rect.midleft,self.rect.bottomleft,self.rect.topleft]
for wall in walls:
if self.rect.colliderect(wall.rect)== True:
for point in right:
if wall.rect.collidepoint(point):
if self.vel.x > 0:
self.rect.right=wall.rect.left
self.test.right=wall.rect.left
self.vel.x=0
self.pos = vec(self.rect.center)
for point in left:
if wall.rect.collidepoint(point):
if self.vel.x < 0:
self.rect.left=wall.rect.right
self.test.left=wall.rect.right
self.vel.x=0
self.pos = vec(self.rect.center)
if self.vel.y < 0:
self.rect.top=wall.rect.bottom
self.test.top=wall.rect.bottom
self.vel.y=0
self.pos = vec(self.rect.center)
#testing if a pixel below is a wall
if self.test.colliderect(wall.rect):
on_ground = True
if self.vel.y > 0:
self.rect.bottom=wall.rect.top
self.vel.y=0
self.pos = vec(self.rect.center)
if on_ground:
self.acc.y=0
if user_input[pygame.K_w]:
self.vel.y=-20
else:
self.acc.y = player_grav
self.test.center=self.pos
这是整个测试代码(子画面只是一个矩形)
import os
import pygame
import time
import random
vec = pygame.math.Vector2
class player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image=pygame.image.load("rectmo.png").convert_alpha()
self.image=pygame.transform.scale(self.image, (25,100))
self.rect = self.image.get_rect()
self.rect.center = (self.rect.width/2,self.rect.height/2)
self.pos = vec(WIDTH/2,HEIGHT/2)
self.vel = vec(0,0)
self.acc = vec(0,0)
self.test= self.rect.inflate(0,+1)
def update(self):
#controls
user_input=pygame.key.get_pressed()
self.acc.x = 0
if user_input[pygame.K_d]:
self.acc.x=player_acc
if user_input[pygame.K_a]:
self.acc.x=-player_acc
#adds Friction
self.acc.x += self.vel.x * player_friction
#applying accelerating equation
self.vel.x = self.vel.x * 0.95 + self.acc.x
self.vel.y += self.acc.y
self.pos += self.vel
self.rect.center = self.pos
#stops sprite from moving through walls
on_ground = False
right=[self.rect.midright,self.rect.bottomright,self.rect.topright]
left=[self.rect.midleft,self.rect.bottomleft,self.rect.topleft]
for wall in walls:
if self.rect.colliderect(wall.rect)== True:
for point in right:
if wall.rect.collidepoint(point):
if self.vel.x > 0:
self.rect.right=wall.rect.left
self.test.right=wall.rect.left
self.vel.x=0
self.pos = vec(self.rect.center)
for point in left:
if wall.rect.collidepoint(point):
if self.vel.x < 0:
self.rect.left=wall.rect.right
self.test.left=wall.rect.right
self.vel.x=0
self.pos = vec(self.rect.center)
if self.vel.y < 0:
self.rect.top=wall.rect.bottom
self.test.top=wall.rect.bottom
self.vel.y=0
self.pos = vec(self.rect.center)
#testing if a pixel below is a wall
if self.test.colliderect(wall.rect):
on_ground = True
if self.vel.y > 0:
self.rect.bottom=wall.rect.top
self.vel.y=0
self.pos = vec(self.rect.center)
if on_ground:
self.acc.y=0
if user_input[pygame.K_w]:
self.vel.y=-20
else:
self.acc.y = player_grav
self.test.center=self.pos
class Wall(object):
def __init__(self,wx,wy):
walls.append(self)
self.rect= pygame.Rect(wx,wy,30,30)
def reset_wall(self):
self.active = False
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
pygame.display.set_caption('A Game')
WIDTH = 1366
HEIGHT= 768
screen=pygame.display.set_mode((WIDTH,HEIGHT))
clock = pygame.time.Clock()
walls=[]
player_grav=0.98
player_acc=0.5
player_friction=-0.02
rectmo=player()
main_colour=(0,0,0)
colour=main_colour
wall_colour=(255,255,255)
current_score=0
levels= [['WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW',
'W E W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W WWWWWWWWW W',
'W W W',
'W W W',
'W W W W',
'W W W W',
'W W W W',
'W W W W',
'W WWWWWWWWWWWWWWWWWWW W',
'W W',
'W WWWWWWWW',
'W W',
'W W',
'W W',
'W W',
'W W',
'WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW',
]]
x=y=0
level=random.choice(levels)
for row in level:
for col in row:
if col=='W':
Wall(x,y)
if col=='E':
end_rect=pygame.Rect(x,y,30,30)
x += 30
y+=30
x=0
rectmo.rect.x=500
rectmo.rect.y=500
running=True
while running==True:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
rectmo.update()
if running==True:
screen.fill(main_colour)
for wall in walls:
pygame.draw.rect(screen, wall_colour,wall.rect)
pygame.draw.rect(screen,(255,0,0),end_rect)
pygame.draw.rect(screen,colour,rectmo.rect)
pygame.draw.rect(screen,(255,0,0),rectmo.test)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(rectmo)
all_sprites_list.draw(screen)
pygame.display.flip()
答案 0 :(得分:0)
答案将取决于您希望程序如何工作。您可以将速度限制为最大值(毕竟,即使是掉落的物体,最终速度也存在。)我不确定矩形的含义是可以用键盘控制速度而不是加速度,而可以使用恒定速度?
velocity = max(maxVelocity, velocityCalculation())