敌人不在原地 [英] Enemy not staying at original spot

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本文介绍了敌人不在原地的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

因此,我一直在尝试让我的敌人在播放器移动相机但不起作用的同时向同一地点移动,当屏幕移动时,我的敌人将从其原先的位置缓慢移动,但一旦其离开原先的位置,它将开始小故障.另外,当我的玩家与平台的侧面碰撞时,我的敌人将以与我的玩家相同的方式移动,但速度更快,例如: https://gyazo.com/926207e82cd9849266decd68c08ea84d

So I been trying make my enemy move at the same spot while my player moves the camera but it's not working, when the screen moves my enemy will slowly move from its original spot but once its out of its original spot it will start glitching. Also when my player collides with a side of a platform my enemy will move the same way as my player but faster e.g.: https://gyazo.com/926207e82cd9849266decd68c08ea84d

相机运动的一部分(不起作用)

A part of my camera movement(Not working)

if keys[pygame.K_d]:
        for Platform in platforms:
            Platform.x -= playerman.speed
        for Snake in snakes:
            Snake.scroll(-playerman.speed,0)
        for Rule in rules:
            Rule.x -= playerman.speed
        if not playerman.isJump:
            playerman.direction = "right"

我的完整代码

import pygame
pygame.init()

window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")


move = pygame.image.load("WASD.png")


# 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.idle =[pygame.image.load("player_idel_1.png"),
                            pygame.image.load("player_idel_2.png"),
                            pygame.image.load("player_idel_3.png"),
                            pygame.image.load("player_idel_4.png"),
                            pygame.image.load("player_idel_5.png"),
                            pygame.image.load("player_idel_6.png"),
                            pygame.image.load("player_idel_7.png"),
                            pygame.image.load("player_idel_8.png")
                            ]

        self.idlel = [pygame.image.load("Player_idel_left1.png"),
                         pygame.image.load("Player_idel_left2.png"),
                         pygame.image.load("Player_idel_left3.png"),
                         pygame.image.load("Player_idel_left4.png"),
                         pygame.image.load("Player_idel_left5.png"),
                         pygame.image.load("Player_idel_left6.png"),
                         pygame.image.load("Player_idel_left7.png"),
                         pygame.image.load("Player_idel_left8.png")
                         ]
        self.right = [pygame.image.load("Player_walk_right1.png"),
                      pygame.image.load("Player_walk_right2.png"),
                      pygame.image.load("Player_walk_right3.png")]
        
        self.left = [pygame.image.load("Player_walk_left1.png"),
                     pygame.image.load("Player_walk_left2.png"),
                     pygame.image.load("Player_walk_left3.png")]

        self.jump1 = [pygame.image.load("Player_jump5.png")]

        
        self.jump2 = [
                     pygame.image.load("Player_rjump1.png")]
        

        self.fall = 0
        self.rect = pygame.Rect(x,y,height,width)
        self.idle = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idle]
        self.idlel = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idlel]
        self.right = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.right]
        self.left = [pygame.transform.scale(image,(image.get_width()*2, image.get_height()*2)) for image in self.left]
        self.jump1 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump1]
        self.jump2 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump2]
        self.fps = 10
        self.clock = pygame.time.Clock()
        self.anim_index = 0
        self.direction = "idle"
        self.direction = "right"
        self.direction = "left"
        self.dierection = "idleleft"
        self.dierection = "jump1"
        self.dierection = "jump2"
        self.next_frame_time = 0
    def get_rect(self):
        self.rect.topleft = (self.x,self.y)
        return self.rect
        pygame.draw.rect(self.color,self.rect)
    
    def draw(self):
        if self.direction == "idle":
            image_list = self.idle
        if self.direction == "right":
            image_list = self.right
        if self.direction == "left":
            image_list = self.left
        if self.direction == "idlel":
            image_list = self.idlel
        if self.direction == "jump1":
            image_list = self.jump1
        if self.direction == "jump2":
            image_list = self.jump2
    

         

        # Is it time to show the next animation frame?
        time_now = pygame.time.get_ticks()
        if ( time_now > self.next_frame_time ):
            # set the time for the next animation-frame
            inter_frame_delay = 1000 // self.fps   
            self.next_frame_time = time_now + inter_frame_delay  # in the future
            # move the current image to the next (with wrap-around)
            self.anim_index += 1
            if self.anim_index >= len( image_list ):
                self.anim_index = 0
                    
        if self.anim_index >= len(image_list):
            self.anim_index = 0
        player_image = image_list[self.anim_index]

        pygame.draw.rect( window, self.color, self.get_rect(), 2 )
        player_image = image_list[self.anim_index]

        player_rect = player_image.get_rect(center = self.get_rect().center)
        player_rect.centerx += 3
        player_rect.centery -= 13
        window.blit(player_image, player_rect)

class Snake:
    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.path = [x, end]
        self.walkCount = 0
        self.vel = 3
        self.visible = True
        self.no = pygame.image.load("Player_jump5.png")
        self.rect = pygame.Rect(x,y,width,height)
    def draw(self):
        self.move()
        self.rect.topleft = (self.x,self.y)
        window.blit(self.no,self.rect)

    def move(self):
        if self.visible:
            # turn around if the move would go out-of-bounds
            proposed_move = self.x + self.vel
            if ( proposed_move < self.path[0] or proposed_move > self.path[1] ):
                # Move hits a boundary, so we need to turn around
                self.vel = -self.vel
                self.Walking_index = 0
            # now make the correct move
            self.x += self.vel   # add +/- velocity
    def scroll(self,sx,sy):
        self.x += sx
        self.y += sy
        self.path[0] += sx
        self.path[1] += sx


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 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 Rule:
    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)


# Colors for hitbox
white = (255,255,255)
green = (0,255,0)

# Drawing Player
playerman = Player(350,445,40,40,white)

#Drawing Platforms
platform1 = Platform(300,-9.1,40,500,green)
platform2 = Platform(330,451,2000,40,green)
platform3 = Platform(2300,-9.1,40,500,green)

# Drawing Rule
rule1 = Rule(340,-9.1,220,500,green)
rule2 = Rule(20000,-9,1,5,green)

snake1 = Snake(100, 110, 64, 64, 300)

# List
platforms = [platform1,platform2,platform3]

rules = [rule1,rule2]

snakes = [snake1]


# draws map
platformGroup = pygame.sprite.Group
Level = [
"                                         1   1",
"                                         1    ",
"                         1  1        111 1    ",
"                         1  1         1  1    ",
"                         11 1      1  1 11    ",
"                         1  1         1  1    ",
"                         1  1    1    11 1    ",
"           1   1   111   1 11         1  1    ",
"           1   1  11111        1      1          ",]

for iy,row in enumerate(Level):
    for ix, col in enumerate(row):
        if col == "1":
            new_platforms = Platform(ix*50,iy*50.2,50,50,(255,255,255))
            platforms.append(new_platforms)
    
            

# 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()
    for Rule in rules:
        Rule.draw()
    for Snake in snakes:
        Snake.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

    
            

        


 # part of player screen movment
    if playerman.y < 250:
        playerman.y += 1
        for Platform in platforms:
            Platform.y += playerman.speed

        for Snake in snakes:
            Snake.scroll(0, +playerman.speed)

    if playerman.y > 410:
        playerman.y -= playerman.fall
        for Platform in platforms:
            Platform.y -= playerman.fall
        for Snake in snakes:
            Snake.scroll(0, -playerman.fall)

    # part of side colliding    
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_d:
            x_change = -7
            for Snake in snakes:
                Snake.scroll(playerman.speed,0)
            
        if event.key == pygame.K_a:
            x_change = 7
            for Snake in snakes:
                Snake.scroll(-playerman.speed,0)

    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

    for Platform in platforms:    
        if playerman.fall > 0 and keys[pygame.K_SPACE]:
            if keys[pygame.K_d]:
                playerman.direction = "jump1"
        else:
            if playerman.direction == "left":
                if keys[pygame.K_SPACE]:
                    playerman.direction = "jump2"

               

 # direction for player animation and screen movment
    if keys[pygame.K_d]:
        for Platform in platforms:
            Platform.x -= playerman.speed
        for Snake in snakes:
            Snake.scroll(-playerman.speed,0)
        for Rule in rules:
            Rule.x -= playerman.speed
        if not playerman.isJump:
            playerman.direction = "right"

        
    elif keys[pygame.K_a]:
        for Platform in platforms:
            Platform.x += playerman.speed
        for Rule in rules:
            Rule.x += playerman.speed
        if not playerman.isJump:
            playerman.direction = "left"
        for Snake in snakes:
            Snake.scroll(playerman.speed,0)






            
    else:
        if playerman.direction == "left" and playerman.direction == "idlel":
         
            playerman.direction = "idlel"
        else:
            if playerman.direction == "right" and playerman.direction == "idle":
                
                playerman.direction = "idle"


    if playerman.direction == "right" and keys[pygame.K_SPACE]:
        playerman.direction = "jump1"
            
    if playerman.direction == "left":
        if keys[pygame.K_SPACE]:
            playerman.direction = "jump2"

    
    # sides for player and player screen movment
    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

    move_right = keys[pygame.K_d]
    move_left = keys[pygame.K_a]
    if move_right: 
        for Platform in platforms:
            Platform.x -= playerman.speed
        for Rule in rules:
            Rule.x -= playerman.speed     # <---
        for Snake in snakes:
            Snake.scroll(-playerman.speed,0)

    if move_left:
        for Platform in platforms:
            Platform.x += playerman.speed
        for Rule in rules:
            Rule.x += playerman.speed     # <---
        for Snake in snakes:
            Snake.scroll(playerman.speed,0)

    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
        dx = 0
        if move_right: 
            dx = platform_rect_list[cI].left - player_rect.right
        if move_left:
            dx = platform_rect_list[cI].right - player_rect.left
        for Platform in platforms:
            Platform.x -= dx
            Platform.get_rect() # update rectangle
        for Rule in rules:
            Rule.x -= dx             # <---
        for Snake in snakes:
            Snake.x -= dx


##############                
  
    # 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()
    if playerman.rect.colliderect(rule1.rect):
        window.blit(move,(-40,-100))
    
    pygame.display.update()
pygame.quit()

推荐答案

提高代码的健壮性.确保即使蛇的位置远离 path ,蛇的移动也仍然有效.如果 proposed_move 小于 self.path [0] -self.vel self.path [1] + self.vel ,则 Snake 永远不会返回路径,因为 self.vel 会不断反转.如果 proposed_move<请确保始终将移动方向设置为正确的方向.self.path [0] 并确保如果 proposed_move>始终将移动方向设置为左侧.self.path [1] :

Improve the robustness of your code. Make sure that the movement of a Snake works even if the position of the snake is far out of the path. If proposed_move is less than self.path[0]-self.vel or self.path[1]+self.vel, then the Snake will never return to the path, because self.vel will be inverted continuously. Make sure that the direction of movement is always set to the right if proposed_move < self.path[0] and make sure that the direction of movement is always set to the left if proposed_move > self.path[1]:

class Snake:
    # [...]

    def move(self):
        if self.visible:
            # turn around if the move would go out-of-bounds
            proposed_move = self.x + self.vel

            # Move hits a boundary, so we need to turn around
            if proposed_move < self.path[0]:
                self.vel = abs(self.vel)
                self.Walking_index = 0
            if proposed_move > self.path[1]:
                self.vel = -abs(self.vel)
                self.Walking_index = 0

            # now make the correct move
            self.x += self.vel   # add +/- velocity

蝙蝠执行相同操作:

class Bat:
    # [...]

    def move(self):
        if self.visible:
            # relizes when it hits bounds
            proposed_move = self.x + self.vel
            if proposed_move < self.path[0]:
                self.vel = abs(self.vel)
                self.Walking_index = 0
            if proposed_move > self.path[1]:
                self.vel = -abs(self.vel)
                self.Walking_index = 0
                # starting movment
            self.x += self.vel


您必须简化代码.


You have to simplify your code.

将播放器的初始位置( start_x start_y )和to方法存储到类播放器中,这些方法返回播放器相对于开始位置的当前位置位置( get_x get_y ):

Store the initial position of the player (start_x, start_y) and a to methods to the class player that return the current position of the player in relation to the start position (get_x, get_y):

class Player:
    def __init__(self,x,y,width,height,color):
        self.start_x = x
        self.start_y = y
        self.x = x
        self.y = y
        #[...]

    def get_x(self):
        return self.x - self.start_x
    def get_y(self):
        return self.y - self.start_y

计算相对于播放器的 Snake Bat Platform Rule 的位置:

Compute the positions of Snake, Bat, Platform and Rule in relation to the player:

class Snake:
    # [...]

    def draw(self):
        self.move()
        self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
        window.blit(self.no,self.rect)

class Bat:
    # [...]

    def draw(self):
        self.move()
        self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
        window.blit(self.no, self.rect)

class Platform:
    # [...]

    def get_rect(self):
        self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
        return self.rect
    def draw(self):
        pygame.draw.rect(window,self.color,self.get_rect())

class Rule:
    # [...]

    def draw(self):
        self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())

摆脱玩家的移动补偿( scroll 等).由于对象是相对于玩家绘制的,因此这不再是必需的.完成主循环:

Get rid of player movement compensation (scroll etc.). This is no longer necessary as the objects are drawn in relation to the player. Complete main loop:

run = True
while run:
    clock.tick(fps)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
 
    # lets player move
    keys = pygame.key.get_pressed()
    
    if playerman.fall > 0 and keys[pygame.K_SPACE]:
        if keys[pygame.K_d]:
            playerman.direction = "jump1"
    else:
        if playerman.direction == "left":
            if keys[pygame.K_SPACE]:
                playerman.direction = "jump2"
 
    # direction for player animation and screen movment x
    if keys[pygame.K_d]:
        if not playerman.isJump:
            playerman.direction = "right"
    elif keys[pygame.K_a]:
        if not playerman.isJump:
            playerman.direction = "left"
    
    if playerman.direction == "right" and keys[pygame.K_SPACE]:
        playerman.direction = "jump1"
    if playerman.direction == "left" and keys[pygame.K_SPACE]:
        playerman.direction = "jump2"
 
    px, py = playerman.x, playerman.y

    # sides for player and player screen movment
    platform_rect_list = [p.rect for p in platforms]
    player_rect = playerman.get_rect()
    player_rect.topleft = (px, py)
 
    playerman.y = py
    if keys[pygame.K_d]:
        playerman.x += playerman.speed
    if keys[pygame.K_a]:
        playerman.x -= playerman.speed
    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:
            player_rect = playerman.get_rect()
            player_rect.topleft = (playerman.x, playerman.y)   
            platform_rect = Platform.get_rect()
            if playerman.get_rect().colliderect(platform_rect):
                collide = True
                playerman.isJump = False
                if platform_rect.top > playerman.x:
                    playerman.y = platform_rect.top - playerman.height
                if player_rect.right > platform_rect.left and player_rect.left < platform_rect.left:
                    playerman.x = platform_rect.left - playerman.width
                if player_rect.left < platform_rect.right and player_rect.right > platform_rect.right:
                    playerman.x = platform_rect.right
 
            # colliding with floor      
            if player_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
                playerman.y -= 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()
    if playerman.rect.colliderect(rule1.rect):
        window.blit(move,(-40,-100))
 
    pygame.display.update()

这篇关于敌人不在原地的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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