【发布时间】:2020-07-23 16:54:58
【问题描述】:
1) 在我的代码中,问题是我的玩家类下面的平台是连接的,当玩家移动时,平台也会连接,如果是这样,玩家会一直在平台上移动。有人可以告诉我如何解决吗?如果您想知道在哪里查找所有代码以及它将在哪里查找所有代码,因为我不知道是什么导致了我的代码中的问题。
import math
import os
import sys
# It is importing everything
import pygame
from pygame.locals import *
#The platform class is the problem I'm having
class Platform:
def __init__(self, size, x, y, length, color, velocity):
self.length = length
self.size = size
self.x = x
self.y = y
self.color = color
self.velocity = velocity
self.xVelocity = 0
# This is what the platform class has and what it does
def draw(self):
display = pygame.display.get_surface()
pygame.draw.rect(display, self.color, (int(self.x) - 80, int(self.y) + 225, int(self.x), int(self.y) - 45))
# This is def draw function is showing that how I want my Platform to look like
def do(self):
self.draw()
2) 当我的玩家到达屏幕的“末端”时它会停止,但我想让它成为一个滚动屏幕并且没有任何反应,然后当玩家移动并自行滚动时就没有游戏了。在有人告诉我如何解决我的第二个问题之后,如果背景越过玩家,我希望背景杀死玩家。
# The def do function is running def draw function
class Player:
def __init__(self, velocity, maxJumpRange, x, y, size):
self.falling = True
self.jumpCounter = 0
self.xVelocity = 0
self.y = y
self.x = x
self.jumping = False
self.velocity = velocity
self.maxJumpRange = maxJumpRange
self.jump_offset = 0
self.size = size
# The player class is making how the Player is going to look and what are his limits
def keys(self):
k = pygame.key.get_pressed()
# The def keys(self): is creating a variable for pygame.key.get_pressed() and underneath is a function to make the player move around
if k[K_LEFT]:
self.xVelocity = -self.velocity
elif k[K_RIGHT]:
self.xVelocity = self.velocity
else:
self.xVelocity = 0
if k[K_SPACE] or k[K_UP] and not self.jumping and not self.falling:
self.jumping = True
self.jumpCounter = 0
# The if k[K_Space] or k[K_UP] is making sure the player has a jump limit and can't continue jumping forever.
def move(self):
self.x += self.xVelocity
# This to make sure that the player can move while he is jumping.
if self.jumping:
self.y -= self.velocity
self.jumpCounter += 1
if self.jumpCounter == self.maxJumpRange:
self.jumping = False
self.falling = True
elif self.falling:
if self.y <= h - 10 <= self.y + self.velocity:
self.y = h - 10
self.falling = False
else:
self.y += self.velocity
def draw(self):
display = pygame.display.get_surface()
pygame.draw.circle(display, White, (int(self.x), int(self.y) - 25), 25, 0)
def do(self):
self.keys()
self.move()
self.draw()
# This Function is doing all of the Functions self.keys(), self.move(), self.draw()
def events():
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# This is to make sure that you can exit the game is needed
def keys(player):
keys = pygame.key.get_pressed()
if keys[K_UP] or keys[K_SPACE] and player.jumping == False and player.jump_offset == 0:
player.jumping = True
# The function here to make sure that the player can jump
def do_jumping(player):
jump_height = 25
# Def do_jumping(player): is to adjust the jump_height of the player
if player.jumping:
player.jump_offset += 1
if player.jump_offset >= jump_height:
player.jumping = False
elif player.jump_offset > 0 and player.jumping == False:
player.jump_offset -= 1
# The above is showing how the makes sure the player doesn't jump higher then the jump height
w = 576
h = 516
hw = w / 2
hh = h / 2
AREA = w * h
# The above is showing the width the height and Area
os.environ['SDL_VIDEO_WINDOW_POS'] = "50,50"
p = Player(hh, hw, 290, 250, 30)
# the above is showing what the graphics are
pygame.init()
Clock = pygame.time.Clock()
DS = pygame.display.set_mode((w, h)) # This is what the display size is
pygame.display.set_caption("Try to get point B")
FPS = 120
Black = (0, 0, 0, 255)
White = (255, 255, 255, 255)
pl = Platform(290, 250, 50, 70, White, 0)
Red = (255, 0, 0)
Solid_Fill = 0
# Bkgd stands for background
bkgd = pygame.image.load("scroll.png").convert() # scroll.png is the png im using to use as the background
bkgdWidth = bkgd.get_rect().size[0]
print(bkgdWidth)
bkgdHeight = bkgd.get_rect().size
stageWidth = bkgdWidth * 2
StagePosX = 0
startScollingPosx = hw
circleRadius = 25
circlePosX = circleRadius
playerPosX = circleRadius
playerPosY = 377
playerVelocityX = 0
playerVelocityY = 0
platformVelocityX = 0
platformVelocityY = 0
x = 0
# The above is showing the player Velocity, player position y and x and what the stage position is, Ignore platform
# velocity.
# What the while true loop is doing is to make sure that the background moves while the player moves
while True:
events()
k = pygame.key.get_pressed()
if k[K_RIGHT]:
playerVelocityX = 1
pl.xVelocity = 0
elif k[K_LEFT]:
playerVelocityX = -1
pl.xVelocity = 0
else:
playerVelocityX = 0
pl.xVelocity = 0
playerPosX += playerVelocityX
if playerPosX > stageWidth - circleRadius:
playerPosX = stageWidth - circleRadius
if playerPosX < circleRadius:
playerPosX = circleRadius
if playerPosX < startScollingPosx:
circlePosX = playerPosX
elif playerPosX > stageWidth - startScollingPosx:
circlePosX - stageWidth + w
else:
circlePosX = startScollingPosx
StagePosX -= playerVelocityX
# The code below show is working how to balance the Display size and rel x is the easier of saying that
rel_x = StagePosX % bkgdWidth
DS.blit(bkgd, (rel_x - bkgdWidth, 0))
if rel_x < w:
DS.blit(bkgd, (rel_x, 0))
events()
keys(p)
do_jumping(p)
pygame.draw.circle(DS, White, (math.floor(p.x), math.floor(p.y) - math.floor(p.jump_offset)), math.floor(p.size), math.floor(Solid_Fill))
platform_color = Red
pl.color = Red
pl.draw()
if p.jump_offset == 0:
pl.color = White
pl.do()
pygame.display.update()
Clock.tick(FPS)
DS.fill(Black)
3) 最后很抱歉缺少好的代码以及在哪里查看代码,因为我不知道是什么导致了我的代码中的问题,所以我不得不把它全部放出来。
【问题讨论】:
-
您有一个播放器类,但仅用于 x 和 y 位置,您不调用 do()。为什么不使用它而不是在循环中绘制和检查事件。这将更容易找到错误并实现滚动
-
谢谢,但我仍然不明白,但我认为你想说的是,在播放器类中删除我的 do() 函数并在循环中实现它
-
不,相反,你基本上已经实现了它,但你不应该。如果你取出循环中的
playerPosX、key(p)和draw.circle行,以及所有关键的if 语句。播放器不在屏幕上,但是如果您添加p.do()它应该可以解决所有这些问题,拥有一个类的全部意义在于您不需要将所有这些都放在循环中,所以摆脱它并使用该类,它使它看起来更干净,也更容易。
标签: python python-3.x pygame 2d-games