首页 > 解决方案 > 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()

标签: pythonpygamecollision-detection

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updatePlayer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

推荐阅读