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python - 碰到障碍物后如何修复角色位置?

转载 作者:行者123 更新时间:2023-12-01 06:39:22 25 4
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在我到达平台后,除非您再次按左键或右键,否则我的角色将无法再沿 x 轴移动。例如,如果我跳跃并夹住平台的一角,则角色不会继续移动,我必须再次跳跃或快速 react 并按下相应的键。当我删除碰撞检测系统中的player.friction()时,如果我停止按右键,它最终会夹入 block 的边缘,这会导致玩家永久卡住,除非他们在同一时间。我认为可以通过再次更改 block 位置来解决此问题,但到目前为止我不知道如何实现这一点。

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)

DISPLAY_WIDTH = 800
DISPLAY_HEIGHT = 600
gameDisplay = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))

def textObjects(text, font):
textSurface = font.render(text, True, BLACK)
return textSurface, textSurface.get_rect()
def messageDisplay(text):
largeText = pygame.font.Font('freesansbold.ttf', 115)
textSurf, textRect = textObjects(text, largeText)
textRect.center = ((DISPLAY_WIDTH/2), (DISPLAY_HEIGHT/2))
gameDisplay.blit(textSurf, textRect)


class Player(pygame.sprite.Sprite):

def __init__(self):


super().__init__()


width = 100
height = 150
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()


self.level.bgX += self.xVel



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


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
if self.yVel < 0:
self.rect.top = block.rect.bottom


self.yVel = 0

if isinstance(block, MovingPlatform):
self.level.bgX += block.xVel

def calc_grav(self):

if self.yVel == 0:
self.yVel = 1
else:
self.yVel +=0.3

if self.rect.y >= DISPLAY_HEIGHT - self.rect.height and self.yVel >= 0:
self.yVel = 0
self.rect.y = DISPLAY_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 >= DISPLAY_HEIGHT:
self.yVel = -10

def moveLeft(self):

self.xVel = 10

def moveRight(self):

self.xVel = -10

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
correction = 0
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
if self.xVel < 0:
self.player.friction()
correction = self.player.rect.right - self.rect.left
elif self.xVel > 0:
self.player.friction()
correction = self.player.rect.left - self.rect.right

if correction != 0:
for block in self.level.platform_list:
block.rect.x += correction

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(100, 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 = [DISPLAY_WIDTH, DISPLAY_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))
level_list.append(Level_02(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 = DISPLAY_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()

这是我的代码中控制运动和平台碰撞系统的部分:

碰撞(位于玩家类内):

hit = pygame.sprite.collide_rect(self, self.player)
if hit:
if self.xVel < 0:
self.player.friction()
correction = self.player.rect.right - self.rect.left
elif self.xVel > 0:
self.player.friction()
correction = self.player.rect.left - self.rect.right

if correction != 0:
for block in self.level.platform_list:
block.rect.x += correction

移动(位于游戏循环内):

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()

最佳答案

对于必须重新按左/右键才能继续按所需方向的问题:

您应该根据按键状态(按下/释放)而不是按键更改(向上/向下)进行操作。这是您可能正在寻找的修改后的事件循环:

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.left_pressed=True
#player.moveLeft()
if event.key == pygame.K_RIGHT:
player.right_pressed=True
#player.moveRight()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.left_pressed=False
if player.xVel > 0:
player.friction()
if event.key == pygame.K_RIGHT:
player.right_pressed=False
if player.xVel < 0:
player.friction()

if player.left_pressed:
player.moveLeft()
if player.right_pressed:
player.moveRight()

确保在玩家类中添加 left_pressed 和 right_pressed 变量,并初始化为 False。另外我已经有一段时间没有使用 pygame 了,所以可能已经有是可用的关键状态变量,因此您不需要关键更改事件。

关于python - 碰到障碍物后如何修复角色位置?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59525136/

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