Pygame平台在接地时无响应时跳转

2024-05-18 19:13:55 发布

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(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


Tags: thekeyrectimageeventforsizeif
2条回答

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

# check if grounded
def check_grounded(rect, tiles):
    rect.y += 1
    collisions = get_collisions(rect, tiles)
    rect.y -= 1
    return len(collisions) != 0
grounded = check_grounded(player_rect, tiles)

通过阅读代码,会发生以下情况:

在这行代码中

player_ymomentum += gravitational_acc

player_ymomentum设置为0.5;因此movement[1]也被设置为0.5

move函数中,运行以下代码行:

rect.y += movement[1]

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] > 0True,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

player_ymomentum += gravitational_acc

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

move函数中,行

rect.y += movement[1]

这次将实际移动矩形。将检测到冲突,collision_types["bottom"]将设置为Truegrounded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:

if collision_types["top"] or collision_types["bottom"]:
    player_ymomentum = 0

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:

...
rect.y += movement[1]
collisions = get_collisions(rect.inflate(1, 1), tiles)

for collision in collisions:
...

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