【发布时间】:2019-09-01 00:13:55
【问题描述】:
我正试图阻止玩家穿过方块。我希望他们能够降落在积木上,但如果在积木的另一侧发生碰撞,它们会弹开
我之前尝试过改变玩家在击中方块时重置的距离
运行每一帧以检查是否有碰撞:
hits = pygame.sprite.spritecollide(player, walls, False)
if hits:
player.checkCollisionWall(hits)
播放器类
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
当我尝试这个时,玩家会很好地降落在方块上,但是当他们接触到方块的底部时,玩家会捕捉到方块的顶部而不是弹开它。当玩家在移动到块中时跳跃时,玩家会捕捉到更高块的顶部。
【问题讨论】:
-
这里涉及到多少个对象?按照您描述问题的方式,我假设您希望玩家在向上跳入一个街区时向下弹跳,但玩家正在翘曲到街区的顶部?
-
@AndrewFan 目前,我有大约 100 个 25x25 的积木和一名球员。玩家从一排 25 个街区开始。是的,玩家正在向上翘曲
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对于初学者,我强烈建议使用
elif构造。毕竟,我假设这些块中只有一个应该触发。我不知道关卡设计,但这里有很多潜在的边缘案例。你在哪里设置y加速度和self.tryingToJump?我有一种感觉,玩家在向下跳跃后触发了self.vel.y > 0案例(加速度仍然为正,与速度相同),同时仍然与上方的单个方块发生碰撞。 -
@AndrewFan 我也是这么想的。当然第二个
if应该是elif。第三个处理x坐标,因此应该保持if。我认为第三个if也有错字:self.highestWall.rect.top < self.lowestWall.rect.top应该是self.rect.top < self.lowestWall.rect.top。 -
@Valentino 我也有
if self.highestWall.rect.top < self.lowestWall.rect.top确保玩家在左右移动时不会捕捉到它所在的块的一侧