(Python版本:3.8.5,Pygame版本:2.0.1)
我最近在pygame中制作了一个platformer游戏。我实现了一个跳转功能,每当按下“a”键或向上键,播放器就会被接地。但这太没有反应了,这意味着我必须在跳转发生之前按2到3次键。下面是我的整个项目代码(有点凌乱)
import os
import sys
import pygame
from pygame.locals import *
# utility functions
# for drawing the collision box
def draw_collision_box(screen, rect):
pygame.draw.rect(screen, (0, 255, 0), rect, 1)
# getting collisions
def get_collisions(rect, tiles):
collisions = []
for tile in tiles:
if rect.colliderect(tile):
collisions.append(tile)
return collisions
# moving the player
def move(rect, movement, tiles):
collision_types = {"top": False, "bottom": False, "right": False, "left": False}
rect.x += movement[0]
collisions = get_collisions(rect, tiles)
for collision in collisions:
if movement[0] > 0:
rect.right = collision.left
collision_types["right"] = True
elif movement[0] < 0:
rect.left = collision.right
collision_types["left"] = True
rect.y += movement[1]
collisions = get_collisions(rect, tiles)
for collision in collisions:
if movement[1] > 0:
rect.bottom = collision.top
collision_types["bottom"] = True
elif movement[1] < 0:
rect.top = collision.bottom
collision_types["top"] = True
return rect, collision_types
# constants
FPS = 60
TILE_SIZE = 32
MAX_GRAVITY_SCL = 3
# initialize pygame
pygame.init()
# initializing the game window
WINDOW_SIZE = (400, 400)
screen = pygame.display.set_mode(WINDOW_SIZE)
pygame.display.set_caption("Platformer")
# clock
clock = pygame.time.Clock()
# player
player_image = pygame.image.load(os.path.join(
"assets", "platformer", "player.png")) # loading the player image
player_image = pygame.transform.scale(player_image, (16, 32)) # resizing the player image
player_image.set_colorkey((255, 255, 255)) # making the bg of the player transparent by setting the color key
moving_right = False # checking if the player is moving right
moving_left = False # checking if the player is moving left
player_xspeed = 4 # player speed on horizontal axis
player_ymomentum = 0 # initial momentum on vertical axis
gravitational_acc = 0.5 # constant gravitation acceleration
jump_force = 10 # jump force of the player
grounded = False # checking if the player is grounded
player_rect = pygame.Rect(
50, 50, player_image.get_width(), player_image.get_height()) # player rect for managing collisions
# tiles
grass_image = pygame.image.load(os.path.join(
"assets", "platformer", "grass.png")) # loading the grass image
dirt_image = pygame.image.load(os.path.join(
"assets", "platformer", "dirt.png")) # loading the dirt image
# resizing the tile images
grass_image = pygame.transform.scale(grass_image, (TILE_SIZE, TILE_SIZE))
dirt_image = pygame.transform.scale(dirt_image, (TILE_SIZE, TILE_SIZE))
# game map
game_map = [["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "2", "2", "2", "0", "0", "2", "2", "2", "0", "0", "0", "0", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "2", "2", "2", "0", "0", "0", "0", "0"],
["0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "0", "1", "1", "1", "0", "0", "0", "0", "0"],
["2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "1", "1", "1", "2", "2", "2", "2", "2"],
["1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1"],
["1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1", "1"]]
# game loop
while True:
# frames per second
clock.tick(FPS)
# filling the background with a solid color so that images doesn't make on top of each other
screen.fill((146, 244, 255))
# rendering images
screen.blit(player_image, (player_rect.x, player_rect.y))
# rendering the map
tiles = []
for y in range(len(game_map)):
for x in range(len(game_map[y])):
if game_map[y][x] == "1":
screen.blit(dirt_image, (x * TILE_SIZE, y * TILE_SIZE))
if game_map[y][x] == "2":
screen.blit(grass_image, (x * TILE_SIZE, y * TILE_SIZE))
if game_map[y][x] != "0":
tiles.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE))
# drawing the collision boxes for the tiles
# for tile in tiles:
# draw_collision_box(screen, tile)
# updating the game
movement = [0, 0]
if moving_right == True:
movement[0] += player_xspeed
if moving_left == True:
movement[0] -= player_xspeed
# gravity for the player
player_ymomentum += gravitational_acc
player_ymomentum = min(player_ymomentum, MAX_GRAVITY_SCL)
movement[1] += player_ymomentum
# updating player's position
player_rect, collision_types = move(player_rect, movement, tiles)
if collision_types["top"] or collision_types["bottom"]:
player_ymomentum = 0
grounded = collision_types["bottom"]
# drawing the collision rect of the player
# draw_collision_box(screen, player_rect)
# listening for events
for event in pygame.event.get():
if event.type == QUIT: # quit event
pygame.quit() # stop pygame
sys.exit() # quit the program
if event.type == KEYDOWN: # key input event
if (event.key == K_RIGHT or event.key == K_d):
moving_right = True
if (event.key == K_LEFT or event.key == K_a):
moving_left = True
if (event.key == K_UP or event.key == K_w) and grounded:
player_ymomentum = -jump_force
if event.type == KEYUP: # keyup input event
if (event.key == K_RIGHT or event.key == K_d):
moving_right = False
if (event.key == K_LEFT or event.key == K_a):
moving_left = False
# updating the display
pygame.display.update()
我希望有人能帮助我。提前谢谢
我通过使用另一个名为check_grounded的函数修复了这个错误,解决了这个问题。问题是,在每一帧中,固定变量的值分别为True和False。因此,当接地变量为真时,玩家必须在正确的时刻进行跳跃。为了解决这个问题,我做了另一个功能,只是为了地面探测,它工作得很好
通过阅读代码,会发生以下情况:
在这行代码中
player_ymomentum
设置为0.5;因此movement[1]
也被设置为0.5在
move
函数中,运行以下代码行:因为
movement[1]
是<;1和Rect.y
必须是整数值,rect.y
实际上不会改变由于
rect.y
没有更改,因此在接下来对get_collisions
的调用中未检测到冲突条件
if movement[1] > 0
为True
,但由于未检测到冲突,collision_types["bottom"]
将永远不会设置为True
;因此grounded
将不会是True
,您不能跳转在下一帧中,行
它再次运行。这一次,
player_ymomentum
被设置为1;因此movement[1]
也被设置为1在
move
函数中,行这次将实际移动矩形。将检测到冲突,
collision_types["bottom"]
将设置为True
,grounded
将设置为True
,允许您跳转player_ymomentum
将重置为0,并且此循环再次开始因此,当你站着试图跳跃时,你有50/50的机会
grounded
实际上是False
,所以按跳跃键不起作用要解决此问题,请删除此零件:
player_ymomentum
将朝MAX_GRAVITY_SCL
方向发展,同时仍然站在地面上,但这不应该是一个问题或者在尝试检测玩家与地面之间的碰撞时使用更大的
Rect
,如下所示:相关问题 更多 >
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