我正试图按照本教程https://opensource.com/article/19/11/simulate-gravity-python来让我的精灵进入屏幕的底部边缘,而不是更多。但遵循教程代码,直到它说:
。。。使重力函数如下所示:
def gravity(self):
self.movey += 3.2 # how fast player falls
if self.rect.y > worldy and self.movey >= 0:
self.movey = 0
self.rect.y = worldy-ty
即使玩家在使用重力时没有停在屏幕底部边缘。
我试图按照教程中的建议再添加一个ty
,教程中说
。。。一个简单的解决方法是,在玩家的精灵到达游戏世界底部后,在其新的Y位置添加另一个-ty,使其反弹得更高:
def gravity(self):
self.movey += 3.2 # how fast player falls
if self.rect.y > worldy and self.movey >= 0:
self.movey = 0
self.rect.y = worldy-ty-ty
因此我的代码如下所示:
import pygame
import sys
import os
'''
Objects
'''
class Enemy(pygame.sprite.Sprite):
'''
Spawn an enemy
'''
def __init__(self, x, y, img):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join('images', img))
#self.image.convert_alpha()
#self.image.set_colorkey(ALPHA)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.counter = 0
def move(self):
'''
enemy movement
'''
distance = 20
speed = 8
if self.counter >= 0 and self.counter <= distance:
self.rect.x += speed
elif self.counter >= distance and self.counter <= distance * 2:
self.rect.x -= speed
else:
self.counter = 0
self.counter += 1
class Level:
def __init__(self):
self.enemy_list = pygame.sprite.Group() # create enemy group
def bad_1(self, lvl, eloc):
if lvl == 1:
enemy = Enemy(eloc[0],eloc[1],'yeti.png') # spawn enemy
self.enemy_list.add(enemy) # add enemy to group
if lvl == 2:
print("Level " + str(lvl) )
return self.enemy_list
def bad_2(self, lvl, eloc):
if lvl == 1:
enemy = Enemy(eloc[0],eloc[1],'spr.png') # spawn enemy
self.enemy_list.add(enemy) # add enemy to group
if lvl == 2:
print("Level " + str(lvl) )
return self.enemy_list
class Player(pygame.sprite.Sprite):
'''
Spawn a player
'''
def gravity(self):
self.movey += 3.2 # how fast player falls
if self.rect.y > worldy and self.movey >= 0:
self.movey = 0
self.rect.y = worldy-ty-ty-ty-ty-ty-ty
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.movex = 0
self.movey = 0
self.frame = 0
self.health = 10
self.frame = 0
self.images = []
for i in range(1, 5):
img = pygame.image.load(
os.path.join('images', 'hero' + str(i) + '.png')).convert()
img.convert_alpha()
img.set_colorkey(ALPHA)
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
def control(self, x, y):
'''
control player movement
'''
self.movex += x
self.movey += y
def update(self):
'''
Update sprite position
'''
self.rect.x = self.rect.x + self.movex
self.rect.y = self.rect.y + self.movey
# moving left
if self.movex < 0:
self.frame += 1
if self.frame > 3 * ani:
self.frame = 0
self.image = self.images[self.frame // ani]
# collisions
enemy_hit_list = pygame.sprite.spritecollide(self, enemy_list, False)
for enemy in enemy_hit_list:
self.health -= 1
print(self.health)
# moving right
if self.movex > 0:
self.frame += 1
if self.frame > 3 * ani:
self.frame = 0
self.image = self.images[(self.frame // ani)]
'''
Setup
'''
worldx = 560
worldy = 420
fps = 40 # frame rate
ani = 4 # animation cycles
clock = pygame.time.Clock()
pygame.init()
main = True
BLUE = (25, 25, 200)
BLACK = (23, 23, 23)
WHITE = (254, 254, 254)
ALPHA = (0, 255, 0)
world = pygame.display.set_mode([worldx, worldy])
backdrop = pygame.image.load(os.path.join('images', 'stage.png')).convert()
backdropbox = world.get_rect()
player = Player() # spawn player
player.rect.x = 0
player.rect.y = 0
player_list = pygame.sprite.Group()
player_list.add(player)
steps = 10 # how fast to move
l = Level()
eloc = [200,20]
enemy_list = l.bad_1(1, eloc)
eloc = [100,10]
enemy_list = l.bad_2(1, eloc)
'''
Main loop
'''
while main == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
main = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(-steps, 0)
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(steps, 0)
if event.key == pygame.K_UP or event.key == ord('w'):
print('jump')
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(steps, 0)
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(-steps, 0)
if event.key == ord('q'):
pygame.quit()
sys.exit()
main = False
# world.fill(BLACK)
world.blit(backdrop, backdropbox)
player.gravity() # check gravity
player.update()
player_list.draw(world) #refresh player position
enemy_list.draw(world)
for e in enemy_list:
e.move()
pygame.display.flip()
clock.tick(fps)
但是精灵并没有停止在屏幕的底部边缘(再次),当代码在执行时自行中断时,我会出现以下错误:
Traceback (most recent call last):
File "game.py", line 188, in <module>
player.gravity() # check gravity
File "game.py", line 72, in gravity
self.rect.y = worldy-ty-ty-ty-ty-ty-ty
NameError: name 'ty' is not defined
如果我尝试减小或增大屏幕大小(取决于大小),屏幕上会显示:
worldx = 560
worldy = 420
我得到以下错误:
Traceback (most recent call last):
File "game.py", line 188, in <module>
player.gravity() # check gravity
File "game.py", line 72, in gravity
self.rect.y = worldy-ty
NameError: name 'ty' is not defined
我遇到了这个问题Pygame Gravity Script,但我无法理解代码失败的原因
原始图像来自此处https://opengameart.org/sites/default/files/opp2_sprites.zip,但为了便于解释,我已在imgur中分开:
内容文件夹图像:
敌人(精灵)是雪人。png:https://imgur.com/GNNcU6z
背景是stage.png:https://imgur.com/YyiEJ0q
以及玩家的形象:
spr.png:https://imgur.com/1fYXa7Y
在原始代码中https://opensource.com/article/19/11/simulate-gravity-python是
但是您的代码中没有它,它会给出错误
但是您可以使用
rect.bottom
,然后您可能不需要ty
顺便说一句:如果你要在游戏中添加平台,那么你可以在底部(底部边框下方)创建平台,然后它应该停止玩家
顺便说一句:要在站台上停车,它需要
降低重力速度也很好,因为在非常大的速度下,它可能会跳到平台下方,而不会检查与平台的碰撞
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