python - 我怎么做才能让我的方格可以降落在我的另一个方格上并留在上面
问题描述
我是一个新的python和pygame,我想学习collisionm但我只知道如何检测碰撞。
我怎样才能添加碰撞,让我站在我的大方格上,而我的小方格移动。我不知道如何让它站在另一个广场上而不是被扔掉。在我的脚本底部,我添加了碰撞检测,但无法弄清楚如何让它真正站在我的大块上,而不会被扔到侧面、顶部和底部。
pygame.init()
win = pygame.display.set_mode((500,500))
pygame.display.set_caption("THIS GAME IS KINDA ASS")
# first squrae
x = 50
y = 50
height= 50
width = 50
speed = 5
isJump = False
JumpCount = 10
# square 2
cordx = 100
cordy = 200
cordheight = 100
cordwidth = 100
# First Square
# main loop
runningame = True
while runningame:
pygame.time.delay(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runningame = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x -= speed
if keys[pygame.K_RIGHT]:
x += speed
if not(isJump):
if keys[pygame.K_UP]:
y -= speed
if keys[pygame.K_DOWN]:
y += speed
if keys[pygame.K_SPACE]:
isJump = True
else:
if JumpCount >= -10:
y -= (JumpCount *abs(JumpCount))
JumpCount -= 1
else:
isJump = False
JumpCount = 10
win.fill((0,0,0))
# I added a varabial to my player square
Player = pygame.draw.rect(win, (115, 235, 174), (x,y, height,width))
# second square
# this is the big box and its the enemy square that I want my script to stand on
Enemy = pygame.draw.rect(win, (202, 185 , 241), (cordx, cordy, cordheight,cordwidth))
if Player.colliderect(Enemy):
pygame.draw.rect(win, (140, 101, 211), (50,50,50,50))
pygame.display.update()
pygame.quit()
解决方案
所以Player.colliderect(Enemy)
你知道它什么时候发生碰撞,你只需要弄清楚从哪里开始并相应地移动玩家。
一个不完美的简单方法是确定玩家移动的方向,如果玩家向下移动,则将玩家移动到敌人上方。
在您的代码中,您需要一个方向
direction = "not moving"
...
if keys[pygame.K_LEFT]:
x -= speed
direction = "left"
if keys[pygame.K_RIGHT]:
x += speed
direction = "right"
...
else:
if JumpCount >= -10:
y -= (JumpCount *abs(JumpCount))
JumpCount -= 1
if (JumpCount *abs(JumpCount)) > 0:
direction = "down"
else:
direction = "up"
...
if Player.colliderect(Enemy):
if direction == "down":
y -= player.bottom - enemy.top #get the amount that that the player is overlapping the enemy and take it off y so it no longer overlapping
elif direction == "up":
y += player.top - enemy.bottom
#do the same for left and right
另一种方法是制作玩家和敌人Rects
并使用它们来替换x
和y
所以
# first squrae
x = 50
y = 50
height= 50
width = 50
player = pygame.Rect(x,y,width,height)
speed = 5
isJump = False
JumpCount = 10
# square 2
cordx = 100
cordy = 200
cordheight = 100
cordwidth = 100
enemy = pygame.Rect(cordc,cordy,cordwidth,cordheight)
然后你可以用
win.fill((0,0,0))
# I added a varabial to my player square
pygame.draw.rect(win, (115, 235, 174),player)
# second square
# this is the big box and its the enemy square that I want my script to stand on
pygame.draw.rect(win, (202, 185 , 241), enemy)
并更新职位
if keys[pygame.K_LEFT]:
player.x -= speed
if keys[pygame.K_RIGHT]:
player.x += speed
和碰撞
if player.colliderect(enemy):
if player.centerx < enemy.left: #if the center of player is left of the enemy
player.right = enemy.left
if player.centerx > enemy.right:
player.left = enemy.right
if player.centery < enemy.top:
player.bottom = enemy.top
if player.centery > enemy.bottom:
player.top = enemy.bottom
两种工作方式都不是完美的,还有更多方法可以做到,但我认为我会推荐第一种方法,因为它更容易理解并且更容易添加到您的代码中。如果您需要更多关于它的工作原理或更多方法的说明,请发表评论
import pygame
pygame.init()
win = pygame.display.set_mode((500,500))
pygame.display.set_caption("THIS GAME IS KINDA ASS")
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, w, h, col):
pygame.sprite.Sprite.__init__(self)
self.rect = pygame.Rect(x,y,w,h)
self.image = pygame.Surface((w,h))
self.image.fill(col)
self.isJump = False
self.JumpCount = 8
def update(self):
if self.isJump:
if self.JumpCount >= -8:
self.rect.y -= (self.JumpCount *abs(self.JumpCount))
self.JumpCount -= 1
else:
self.isJump = False
self.JumpCount = 8
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h, col):
pygame.sprite.Sprite.__init__(self)
self.rect = pygame.Rect(x,y,w,h)
self.image = pygame.Surface((w,h))
self.image.fill(col)
# first squrae
x = 50
y = 50
height= 50
width = 50
speed = 5
player = Player(x,y,width, height, (115, 235, 174))
# square 2
cordx = 100
cordy = 200
cordheight = 100
cordwidth = 100
enemy1 = Platform(cordx,cordy,cordwidth, cordheight, (202, 185 , 241))
#square 3
enemy2 = Platform(300,90,100,30,(202, 185 , 241))
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(enemy1)
all_sprites.add(enemy2)
enemy_sprites = pygame.sprite.Group()
enemy_sprites.add(enemy1, enemy2)
clock = pygame.time.Clock()
# main loop
runningame = True
while runningame:
clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runningame = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player.rect.x -= speed
if keys[pygame.K_RIGHT]:
player.rect.x += speed
if not(player.isJump):
if keys[pygame.K_UP]:
player.rect.y -= speed
if keys[pygame.K_DOWN]:
player.rect.y += speed
if keys[pygame.K_SPACE]:
player.isJump = True
for enemy in enemy_sprites.sprites():
if player.rect.colliderect(enemy.rect):
if player.rect.centerx < enemy.rect.left: #if the center of player is left of the enemy
player.rect.right = enemy.rect.left
if player.rect.centerx > enemy.rect.right:
player.rect.left = enemy.rect.right
if player.rect.centery < enemy.rect.top:
player.rect.bottom = enemy.rect.top
if player.rect.centery > enemy.rect.bottom:
player.rect.top = enemy.rect.bottom
all_sprites.update()
win.fill((0,0,0))
all_sprites.draw(win)
pygame.display.update()
pygame.quit()
这是您的程序,但使用精灵
如您所见,我已将任何与正方形相关的代码移至它们的类中。每个精灵都有一个rect
和一个image
。矩形的使用方式与我上面显示的矩形相同。图像是一个表面,因为 pygame 将它放在屏幕上。通过使其大小相同并填充颜色,它与以前完全相同。
我有 2 个精灵组,一个all_sprites
拥有所有精灵组enemy_sprites
,另一个是只有敌人的组(你可以站立的平台)。我可以通过调用来绘制所有精灵all_sprites.draw(win)
。
对于碰撞,完全相同,除了我想遍历每个敌人(因为我现在有 2 个)。所以我可以打电话enemy_sprites.sprites()
来获取每个精灵。
如果您需要更多解释或示例,请开始聊天。