制作一个平台游戏,期望精灵与墙壁碰撞,并与墙壁顶部对齐,不会加速穿过墙壁,但当它与墙壁碰撞时,它会慢慢穿过墙壁,测试后,它显示在下沉部分,它实际上不会与墙壁碰撞。现在我只关注重力和y轴
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 = (width/2,height/2)
self.pos = vec(width/2,height/2)
self.vel = vec(0,0)
self.acc = vec(0,0)
def update(self):
user_input=pygame.key.get_pressed()
if user_input[pygame.K_d]:
self.acc.x=player_acc
if user_input[pygame.K_a]:
self.acc.x=-player_acc
for wall in walls:
if self.rect.colliderect(wall.rect)==True:
if self.acc.x > 0:
self.rect.right=wall.rect.left
self.vel.x=0
if self.acc.x < 0:
self.rect.left=wall.rect.right
self.vel.x=0
if self.acc.y > 0:
self.rect.bottom=wall.rect.top
self.acc.y=0
self.vel.y=0
if self.pos.y < 0:
self.rect.top=wall.rect.bottom
self.acc.y=0
if self.rect.colliderect(wall.rect)==False:
#gravity
self.acc = vec(0,0.5)
#adds Friction
self.acc.x += self.vel.x * player_friction
#applying accelerating equation
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.center = self.pos
我不知道我造墙的方式是否有问题,所以我就把它留在这里
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
walls=[]
levels= [['WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW',
'W E W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W W',
'W W 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 W',
'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
以下是测试的全部代码:
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 = (width/2,height/2)
self.pos = vec(width/2,height/2)
self.vel = vec(0,0)
self.acc = vec(0,0)
def update(self):
user_input=pygame.key.get_pressed()
if user_input[pygame.K_d]:
self.acc.x=player_acc
if user_input[pygame.K_a]:
self.acc.x=-player_acc
for wall in walls:
if self.rect.colliderect(wall.rect)==True:
if self.acc.x > 0:
self.rect.right=wall.rect.left
self.vel.x=0
if self.acc.x < 0:
self.rect.left=wall.rect.right
self.vel.x=0
if self.acc.y > 0:
self.rect.bottom=wall.rect.top
self.vel.y=0
if self.pos.y < 0:
self.rect.top=wall.rect.bottom
self.vel.y=0
if self.rect.colliderect(wall.rect)==False:
self.acc = vec(0,0.5)
#adds Friction
self.acc.x += self.vel.x * player_friction
#applying accelerating equation
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.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_acc=0.5
player_friction=-0.05
rectmo=player()
rectmo.rect.x=500
rectmo.rect.y=400
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 W 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 W',
'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
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)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(rectmo)
all_sprites_list.draw(screen)
pygame.display.flip()
在评估碰撞之前,更改玩家的位置。 如果播放器发生冲突,则必须更新
self.rect
,并且必须将self.pos
同步到self.rect.center
。对于Instance:通过测试玩家是否会与墙相交(如果他位于下方1个像素处),评估玩家是否停留在地面上:
根据状态设置y方向上的加速度
on_ground
:方法
update
:只要在精灵与墙碰撞时将self.vel和self.acc变量设置为vec(0,0)。应该可以了。。。希望这有帮助
为避免位置重叠:
这应该行得通。确保在测试墙碰撞之前移动精灵。否则,您可能会遇到一些小故障,精灵会进进出出墙。我只编写了测试左侧墙的代码,但您可以在pygame文档中找到所需的任何内容:
https://www.pygame.org/docs/ref/rect.html
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