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python - Pygame Sprite 表 hitbox 损坏

转载 作者:行者123 更新时间:2023-12-01 09:23:46 28 4
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我做了一个简单的游戏,你必须跳过向你移动的石头。问题是,即使使用了 Sprite mask ,其中一个 Sprite 碰撞箱也会被破坏。只需将玩家 Sprite 表分为 4 列即可生成玩家 Sprite 。也许问题隐藏在那里?节目图片: https://drive.google.com/drive/folders/1We6RDMs3Cwwprf1OY0ow9WCTHF9MHzne?usp=sharing

import pygame, os, random

pygame.init()

W, H = 800,600
HW, HH = W/2,H/2
AREA = W * H

WHITE = (255,255,255)
GREEN = (69,139,0)

FPS = 60

bg = pygame.image.load(os.path.join('Pildid', 'Taust3.png'))
bg = pygame.transform.scale(bg, (2000, 600))

DS = pygame.display.set_mode((W,H))
clock = pygame.time.Clock()


class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py, player, veerg, rida):
super(Player,self).__init__()
'''Mangija huppamine'''
clock.tick(5)
self.x = x
self.y = y

self.jumping = False
self.platform_y = py
self.velocity_index = 0

'''Sprite sheet'''
self.player = pygame.image.load(os.path.join('Pildid', 'karakter.png')).convert_alpha()#pildi uleslaadimine
#self.player = pygame.transform.scale(self.player,(200,100))
self.rect = self.player.get_rect()

'''Sprite sheeti piltide jaotamine pikslite jargi'''
self.veerg = veerg
self.rida = rida
self.kokku = veerg * rida

self.rect = self.player.get_rect()
L = self.veergL = self.rect.width/veerg
K = self.weegK = self.rect.height/rida
PL,PK = self.veergKeskel = (L/2,K/2)

self.veerg = list([(index % veerg * L, int(index/veerg) * K,L,K )for index in range(self.kokku)])
self.handle = list([ #pildi paigutamise voimalikud positsioonid
(0, 0), (-PL, 0), (-L, 0),
(0, -PK), (-PL, -PK), (-L, -PK),
(0, -L), (-PL, -K), (-L, -K),])

self.mask = pygame.mask.from_surface(self.player)

def do_jumpt(self):
'''Huppamine: kiirus, korgus, platvorm'''
global velocity
if self.jumping:
self.y += velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(velocity) - 1:
self.velocity_index = len(velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0



def draw(self, DS,veergindex,x,y,handle=0):
DS.blit(self.player,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])

def do(self):
'''Funktsioonide kokkupanek'''
self.do_jumpt()
p.draw(DS,index%p.kokku,190, 359,4)

def update(self):
self.rect.center = self.x, self.y



def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True




class Obsticles(pygame.sprite.Sprite):
'''Game obsticles: **'''
#img = pygame.image.load(os.path.join('images', 'box.png'))
def __init__(self, x, y):
super(Obsticles,self).__init__()
self.img = pygame.image.load(os.path.join('Pildid', 'kivi.png')).convert_alpha()
self.img = pygame.transform.scale(self.img, (90,90))
self.rect = self.img.get_rect(center=(x, y))
self.x = x
self.y = y
self.mask = pygame.mask.from_surface(self.img)

def draw(self, DS):
'''Obsticle img blitting and hitbox'''
DS.blit(self.img, (self.x, self.y))

def update(self):
if self.x < -64: # Delete the obstacle.
# `kill()` removes this obstacle sprite from all sprite groups.
self.kill()

self.x += speed # Move the obstacle.
# Update the rect because it's used to blit the
# sprite and for the collision detection.
self.rect.center = self.x, self.y

def redrawWindow():
'''Obsticle loop'''
for i in ob:
i.draw(DS)

def text_objects(text, font):
textSurface = font.render(text, True, WHITE)
return textSurface, textSurface.get_rect()

def message_display(text):
largeText = pygame.font.Font('freesansbold.ttf',60)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((W/2),(H/4))
DS.blit(TextSurf, TextRect)
pygame.display.update()
pygame.time.wait(3000)

def crash():
message_display('Failed')


pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2500, 3000, 1500]))

velocity = list([(i/ 1)-20 for i in range (0,60)]) #Huppe ulatus
index = 3

obsticles = Obsticles(832, 363)
p = Player(190, 359, 359, 'karakter.png', 4, 1)

all_sprites = pygame.sprite.Group(p, obsticles)
ob = pygame.sprite.Group(obsticles)

x = 0
x -= 1
speed = -5

running = True
while running:

# ---Handle the events.---
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.USEREVENT+2:
r = random.randrange(0, 2)
if r == 0:
obsticles = Obsticles(832, 363)
# Add the obstacle to both groups.
ob.add(obsticles)
all_sprites.add(obsticles)


speed += -0.008
# ---Game logic.---
all_sprites.update()

collided = pygame.sprite.spritecollide(p, ob, True,
pygame.sprite.collide_mask)

if collided:
crash()

index += 1
# Background movement.

back_x = x % bg.get_rect().width
x -= 2
# ---Draw everything.---
DS.blit(bg, (back_x - bg.get_rect().width, 0))
if back_x < W:
DS.blit(bg, (back_x, 0))


keys(p)
p.do()
redrawWindow()


pygame.display.update()
clock.tick(60)


pygame.quit()
quit()

最佳答案

问题是您使用原始图像来创建Player.mask。生成的蒙版覆盖了角色的所有四种姿势,因此即使只有一个 Sprite 表帧可见,也会使用完整的原始图像进行碰撞检测。你的面具看起来像图中的绿色区域:

pygame mask

您还应该使用rect(即rect.topleft坐标)作为blit位置,因为它也用于碰撞检测(以找到掩模的位置)。

我有一个固定的、缩短的程序版本,其中我更改了一些内容,以向您展示如何解决问题。首先,我加载 Sprite 表并将其切割成几个子表面,然后将第一个表面/图像分配给 Playerself.image 属性。该图像可用于创建矩形掩码

update 方法中,我增加 frame_index 并将当前图像分配给 self.image 以便为 Sprite 设置动画。顺便说一句,为每个图像创建单独的蒙版并在动画过程中交换它们是一个好主意。 (我在这里只使用第一个蒙版,因为动画帧非常相似。)

请注意,如果您为 Sprite 提供了 imagerect 属性,则只需调用 all_sprites.update(DS) 即可进行 blit所有 Sprite 图像都位于其相应的矩形处。

import random
import pygame


pygame.init()
FPS = 60
DS = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
PLAYER_SHEET = pygame.image.load('karakter.png').convert_alpha()
# Cut the sprite sheet and append the subsurfaces to this list.
PLAYER_IMAGES = []
width = PLAYER_SHEET.get_width() / 4
height = PLAYER_SHEET.get_height()
for x in range(4):
PLAYER_IMAGES.append(PLAYER_SHEET.subsurface(x*width, 0, width, height))


class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py):
super(Player,self).__init__()
self.x = x
self.y = y

self.jumping = False
self.platform_y = py
self.velocity_index = 0
self.velocity = list([(i/ 1)-20 for i in range (0,60)])

self.frame_index = 0
self.image = PLAYER_IMAGES[self.frame_index]
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)

def do_jump(self):
if self.jumping:
self.y += self.velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(self.velocity) - 1:
self.velocity_index = len(self.velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0

def update(self):
self.rect.center = self.x, self.y
self.do_jump()
# Update the animation frame.
self.frame_index += 1
self.frame_index %= len(PLAYER_IMAGES) * 7 # * 7 to slow it down.
# Swap the image.
self.image = PLAYER_IMAGES[self.frame_index//7] # // 7 to slow it down.


def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True


class Obstacle(pygame.sprite.Sprite):
"""Game Obstacle."""

def __init__(self, x, y):
super(Obstacle,self).__init__()
self.image = pygame.Surface((90, 90), pygame.SRCALPHA)
self.image.fill((100, 150, 0))
self.image = pygame.transform.scale(self.image, (90,90))
self.rect = self.image.get_rect(center=(x, y))
self.x = x
self.y = y
self.mask = pygame.mask.from_surface(self.image)

def update(self):
if self.x < -64:
self.kill()

self.x += speed
self.rect.center = self.x, self.y


pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2500, 3000, 1500]))
index = 3

obstacle = Obstacle(832, 363)
player = Player(190, 359, 359)

all_sprites = pygame.sprite.Group(player, obstacle)
obstacles = pygame.sprite.Group(obstacle)
speed = -5

running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.USEREVENT+2:
r = random.randrange(0, 2)
if r == 0:
obstacle = Obstacle(832, 363)
# Add the obstacle to both groups.
obstacles.add(obstacle)
all_sprites.add(obstacle)

keys(player)

# ---Game logic.---
speed += -0.008

all_sprites.update()

collided = pygame.sprite.spritecollide(player, obstacles, True,
pygame.sprite.collide_mask)

if collided:
print('crash')

index += 1

# ---Draw everything.---
DS.fill((30, 30, 30))
all_sprites.draw(DS)

# Here I draw the outline (points) of the player's mask.
px, py = player.rect.topleft
for point in player.mask.outline(8):
x, y = point[0] + px, point[1] + py
pygame.draw.circle(DS, (250, 250, 0), (x, y), 2)

pygame.draw.rect(DS, (0, 0, 250), player.rect, 1)
# Draw the outlines of the obstacles.
for obstac in obstacles:
pygame.draw.rect(DS, (150, 250, 0), obstac.rect, 1)
ox, oy = obstac.rect.topleft
for point in obstac.mask.outline(6):
pygame.draw.circle(DS, (250, 0, 0), (point[0]+ox, point[1]+oy), 2)

pygame.display.update()
clock.tick(60)


pygame.quit()

关于python - Pygame Sprite 表 hitbox 损坏,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50614592/

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