如何解决小精灵移动得太快的事实

时间:2020-06-15 20:43:40

标签: pygame

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()

1 个答案:

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())