python - 播放器比相机蟒更快
问题描述
所以我一直在制作这个游戏,我一直在尝试弄清楚如何让我的相机移动,我为我的相机移动设置的代码有效,但我知道我的平台两侧没有与我的玩家发生冲突 https://gyazo.com/ d330800333081323cdbc8f410a769a90,如果我让玩家与“相机”运动的侧面碰撞,玩家会变得比相机快,但我不希望这样,我希望我的相机和玩家与侧面碰撞工作。
我的相机移动代码
if keys[pygame.K_d]: # and playerman.x > 350:
for Platform in platforms:
Platform.x -= Platform.speed
if keys[pygame.K_a]: # and playerman.x < 350:
for Platform in platforms:
Platform.x += playerman.speed
这就是我写的让玩家与侧面碰撞的东西
# lets player move
keys = pygame.key.get_pressed()
px, py = playerman.x, playerman.y
# if keys[pygame.K_a] and px > playerman.speed:
# px -= playerman.speed
# if keys[pygame.K_d] and px < 700 - playerman.height - playerman.speed:
# px += playerman.speed
# if keys[pygame.K_w] and py > playerman.speed:
# py -= playerman.speed
# if keys[pygame.K_s] and py <500 - playerman.width - playerman.speed:
# py += playerman.speed
我的完整代码
import pygame
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")
# Playerman
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.isJump = False
self.JumpCount = 10
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class bullet(object):
def __init__(self,x,y,color):
self.x = x
self.y = y
self.color = color
self.speed = 10
self.color = color
self.rect.topleft = (self.x,self.y)
def draw(self):
self.rect.topleft = round(self.x), round(self.y)
pygame.draw.rect(window,self.color,self.rect)
class Platform:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.rect)
# Colors for hitbox
white = (255,255,255)
green = (0,255,0)
# Drawing Player
playerman = Player(255,255,40,40,white)
#Drawing Platforms
platform1 = Platform(0,0,40,500,green)
platform2 = Platform(40,460,700,40,green)
# List
platforms = [platform1,platform2]
# Windows color
def redrawwindow():
window.fill((0,0,0))
# Drawing the player and other stuff to the screen
playerman.draw()
for Platform in platforms:
Platform.draw()
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
if event.key == pygame.K_a:
x_change = 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_a:
x_change = 0
x += x_change
if x > 500 - playerman.width or x < 0:
x = old_x
# lets player move
keys = pygame.key.get_pressed()
px, py = playerman.x, playerman.y
# if keys[pygame.K_a] and px > playerman.speed:
# px -= playerman.speed
# if keys[pygame.K_d] and px < 700 - playerman.height - playerman.speed:
# px += playerman.speed
# if keys[pygame.K_w] and py > playerman.speed:
# py -= playerman.speed
# if keys[pygame.K_s] and py <500 - playerman.width - playerman.speed:
# py += playerman.speed
if keys[pygame.K_d]: # and playerman.x > 350:
for Platform in platforms:
Platform.x -= Platform.speed
if keys[pygame.K_a]: # and playerman.x < 350:
for Platform in platforms:
Platform.x += playerman.speed
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
if playerman.get_rect().colliderect(Platform.rect):
collide = True
playerman.isJump = False
playerman.y = Platform.rect.top - playerman.height
if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
playerman.x = Platform.rect.left - playerman.width
if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
playerman.x = Platform.rect.right
# colliding with floor
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
py -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
pygame.display.update()
pygame.quit()
解决方案
进行碰撞测试时,您必须确保平台矩形位于正确的位置。get_rect()
向类添加方法Platform
:
class Platform:
def __init__(self,x,y,width,height,color):
# [...]
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
在您当前的设置中,玩家不会移动,但平台会移动。当检测到碰撞时,您必须撤消平台的移动而不是玩家的移动:
run = True
while run:
# [...]
move_right = keys[pygame.K_d]
move_left = keys[pygame.K_a]
if move_right:
for Platform in platforms:
Platform.x -= Platform.speed
if move_left:
for Platform in platforms:
Platform.x += Platform.speed
platform_rect_list = [p.get_rect() for p in platforms] # get_rect()
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
cI = player_rect.collidelist(platform_rect_list)
if cI >= 0:
# undo movement of platforms dependent on the direction and intersection distance
playerman.x = px
if move_right:
dx = platform_rect_list[cI].left - player_rect.right
for Platform in platforms:
Platform.x -= dx
Platform.get_rect() # update rectangle
if move_left:
dx = platform_rect_list[cI].right - player_rect.left
for Platform in platforms:
Platform.x -= dx
Platform.get_rect() # update rectangle
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