python - 我怎样才能让所有的背景移动而不是只移动一个平台?
问题描述
当我撞到一个平台上时,玩家应该停止移动,它确实停止了移动,但它也略微进入了矩形,所以我找到了一个解决方法,它应该让背景稍微移动以进行补偿,但它只移动一个平台,如果你反复撞到一个平台,它会导致它无限期地移动。我目前也只是让它等于左右两边的玩家,但是当我Level(self).bgX += 10
在控制碰撞的玩家类中的 if 语句中使用它时它不起作用,我最终只是在里面出现故障。
这是我的代码:
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 255, 255)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
width = 40
height = 60
self.image = pygame.Surface([width, height])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.xVel = 0
self.yVel = 0
self.level = None
def update(self):
self.calc_grav()
Level(self).bgX += self.xVel
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.xVel < 0:
block.rect.left = 350 + 40
self.friction()
elif self.xVel > 0:
block.rect.right = 350
self.friction()
self.rect.y += self.yVel
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.yVel > 0:
self.rect.bottom = block.rect.top
elif self.yVel < 0:
self.rect.top = block.rect.bottom
self.yVel = 0
if isinstance(block, MovingPlatform):
Level(self).bgX += block.xVel
def calc_grav(self):
if self.yVel == 0:
self.yVel = 1
else:
self.yVel +=0.5
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.yVel >= 0:
self.yVel = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
def jump(self):
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.yVel = -15
def moveLeft(self):
self.xVel = 6
def moveRight(self):
self.xVel = -6
def friction(self):
self.xVel = 0
class Platform(pygame.sprite.Sprite):
def __init__(self, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(GREEN)
self.rect = self.image.get_rect()
class MovingPlatform(Platform):
xVel = 0
yVel = 0
boundary_top = 0
boundary_bottom = 0
boundary_left = 0
boundary_right = 0
player = None
level = None
def update(self):
self.rect.x += self.xVel
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
if self.xVel < 0:
self.player.rect.right = self.rect.left
else:
self.player.rect.left = self.rect.right
self.rect.y += self.yVel
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
if self.yVel < 0:
self.player.rect.bottom = self.rect.top
else:
self.player.rect.top = self.rect.bottom
if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top:
self.yVel *= -1
cur_pos = self.rect.x - self.level.bgX
if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
self.xVel *= -1
class Level(object):
def __init__(self, player):
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
self.background = None
self.bgX = 0
self.level_limit = -1000
def update(self):
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
screen.fill(BLUE)
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
for platform in self.platform_list:
platform.rect.x += self.player.xVel
for enemy in self.enemy_list:
enemy.rect.x += self.player.xVel
class Level_01(Level):
def __init__(self, player):
Level.__init__(self, player)
self.level_limit = -1500
level = [[210, 70, 500, 500],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
block = MovingPlatform(70, 40)
block.rect.x = 1350
block.rect.y = 280
block.boundary_left = 1350
block.boundary_right = 1600
block.xVel = 1
block.player = self.player
block.level = self
self.platform_list.add(block)
class Level_02(Level):
def __init__(self, player):
Level.__init__(self, player)
self.level_limit = -1000
level = [[210, 70, 500, 550],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
block = MovingPlatform(70, 70)
block.rect.x = 1500
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.yVel = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
def main():
pygame.init()
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Platformer with moving platforms")
player = Player()
level_list = []
level_list.append(Level_01(player))
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 350
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
done = False
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.moveLeft()
if event.key == pygame.K_RIGHT:
player.moveRight()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.xVel > 0:
player.friction()
if event.key == pygame.K_RIGHT and player.xVel < 0:
player.friction()
active_sprite_list.update()
current_level.update()
current_position = current_level.bgX
if current_position < current_level.level_limit:
if current_level_no < len(level_list)-1:
player.rect.x = 350
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
else:
done = True
current_level.draw(screen)
active_sprite_list.draw(screen)
clock.tick(60)
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main()
有没有办法让整个背景转变而不仅仅是平台?如果有人能告诉我为什么你不能在与平台碰撞后按住右箭头键并同时跳跃,那也会有所帮助。
对于 Valentino:这是我在触摸后移动单个块的代码:
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.xVel < 0:
block.rect.left = 350 + 40
self.friction()
elif self.xVel > 0:
block.rect.right = 350
self.friction()
解决方案
碰撞检查中的这两行:
block.rect.left = 350 + 40
block.rect.right = 350
仅调整当前块的坐标。你应该做的是调整所有块的坐标。计算正确的校正,然后沿 x 轴移动给定数量的所有块。
在你update
的Player
做法中:
correction = 0
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.xVel < 0:
self.friction()
correction = self.rect.right - block.rect.left
elif self.xVel > 0:
self.friction()
correction = self.rect.left - block.rect.right
if correction != 0:
for block in self.level.platform_list:
block.rect.x += correction
self.rect.y += self.yVel
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