pygame 平台游戏 - 如何使底部稳固? [英] pygame platformer - How can I make the bottom solid?

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问题描述

所以我正在制作一个 pygame 平台游戏,但我陷入了一件事.我找不到让我的平台底部稳固的方法.玩家可以降落在它的顶部,但是当它试图穿过底部时它会反弹回来.我试过了,但没有用:

So I was making a pygame platformer and I got stuck on one thing. I coudn't find a way to make the bottom of my platforms solid. The player could land on the top of it but when it tries to go through the bottom it bounces back down. I tried this but it didnt work:

hits = pg.sprite.spritecollide(player, platforms, False)
if hits:
    if player.pos.y == hits[0].rect.top:
        player.vel.y = 10
    else:
        player.pos.y = hits[0].rect.top + 1
        player.vel.y = 0

有没有人为我找到解决方案?这是完整计划.

Does anyone got a solution for me? Here's the complete program.

推荐答案

这是一个简短的平台游戏示例.尤其是动作很重要.您必须先沿 x 轴移动,检查玩家是否与墙壁发生碰撞,如果发生碰撞,请将其移回.然后对 y 轴做同样的事情.如果您不将移动分成这两个部分,如果您同时按下多个移动键,您的玩家将跳到墙的侧面、顶部或底部.

Here's a short platformer example. Especially the movement is important. You have to move along the x-axis first, check if the player collides with a wall and move it back if a collision occurred. Afterwards do the same with the y-axis. If you don't split the movement into these two parts, your player will jump to the sides, top or bottom of the wall if you press more than one movement key at the same time.

import pygame as pg


pg.init()
WINDOW_WIDTH, WINDOW_HEIGHT = 800, 600
screen = pg.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
GRAY = pg.Color('gray24')
GRAVITY = 800


class Player(pg.sprite.Sprite):

    def __init__(self, pos, blocks):
        super().__init__()
        self.image = pg.Surface((30, 50))
        self.image.fill(pg.Color(0, 110, 170))
        self.rect = self.image.get_rect(topleft=pos)
        self.vel = pg.math.Vector2(0, 0)
        self.pos = pg.math.Vector2(pos)
        self.blocks = blocks
        self.on_ground = False

    def update(self, dt):
        # Move along x-axis.
        self.pos.x += self.vel.x * dt
        self.rect.x = self.pos.x

        collisions = pg.sprite.spritecollide(self, self.blocks, False)
        for block in collisions:  # Horizontal collision occurred.
            if self.vel.x > 0:  # Moving right.
                self.rect.right = block.rect.left  # Reset the rect pos.
            elif self.vel.x < 0:  # Moving left.
                self.rect.left = block.rect.right  # Reset the rect pos.
            self.pos.x = self.rect.x  # Update the actual x-position.

        # Move along y-axis.
        self.pos.y += self.vel.y * dt
        # +1 to check if we're on a platform each frame.
        self.rect.y = self.pos.y + 1
        # Prevent air jumping when falling.
        if self.vel.y > 0:
            self.on_ground = False

        collisions = pg.sprite.spritecollide(self, self.blocks, False)
        for block in collisions:  # Vertical collision occurred.
            if self.vel.y > 0:  # Moving down.
                self.rect.bottom = block.rect.top  # Reset the rect pos.
                self.vel.y = 0  # Stop falling.
                self.on_ground = True
            elif self.vel.y < 0:  # Moving up.
                self.rect.top = block.rect.bottom  # Reset the rect pos.
                self.vel.y = 0  # Stop jumping.
            self.pos.y = self.rect.y  # Update the actual y-position.

        # Stop the player at screen bottom.
        if self.rect.bottom >= WINDOW_HEIGHT:
            self.vel.y = 0
            self.rect.bottom = WINDOW_HEIGHT
            self.pos.y = self.rect.y
            self.on_ground = True
        else:
            self.vel.y += GRAVITY * dt  # Gravity


class Block(pg.sprite.Sprite):

    def __init__(self, rect):
        super().__init__()
        self.image = pg.Surface(rect.size)
        self.image.fill(pg.Color('paleturquoise2'))
        self.rect = rect


def main():
    clock = pg.time.Clock()
    done = False
    dt = 0

    all_sprites = pg.sprite.Group()
    blocks = pg.sprite.Group()
    player = Player((300, 100), blocks)
    all_sprites.add(player)
    rects = ((300, 200, 30, 70), (100, 350, 270, 30),
             (500, 450, 30, 170), (400, 570, 270, 30),
             (500, 150, 70, 170), (535, 310, 270, 70))
    for rect in rects:  # Create the walls/platforms.
        block = Block(pg.Rect(rect))
        all_sprites.add(block)
        blocks.add(block)

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            elif event.type == pg.KEYDOWN:
                if event.key == pg.K_a:
                    player.vel.x = -220
                elif event.key == pg.K_d:
                    player.vel.x = 220
                elif event.key == pg.K_w:  # Jump
                    if player.on_ground:
                        player.vel.y = -470
                        player.pos.y -= 20
                        player.on_ground = False
            elif event.type == pg.KEYUP:
                if event.key == pg.K_a and player.vel.x < 0:
                    player.vel.x = 0
                elif event.key == pg.K_d and player.vel.x > 0:
                    player.vel.x = 0

        all_sprites.update(dt)

        screen.fill(GRAY)
        all_sprites.draw(screen)

        pg.display.flip()
        dt = clock.tick(60) / 1000


if __name__ == '__main__':
    main()
    pg.quit()

<小时>

这是您在评论中发布的代码的工作版本(仅适用于垂直碰撞,您还需要添加水平碰撞).所以当玩家跳跃和平台碰撞时,你必须将player.rect.top设置为platform.rect.bottom并改变vel.y.

import pygame as pg
from pygame.math import Vector2 as vec


pg.init()
WIDTH, HEIGHT = 800, 600
YELLOW = pg.Color('yellow')
GREEN = pg.Color('green')
BLACK = pg.Color('gray11')
screen = pg.display.set_mode((WIDTH,HEIGHT))
clock = pg.time.Clock()
FPS = 60
PLAYER_FRICTION = .95
PLAYER_ACC = .2


class Player(pg.sprite.Sprite):

    def __init__(self):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((30, 40))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect(center=(WIDTH/2, HEIGHT-30))
        self.pos = vec(WIDTH/2, HEIGHT/2)
        self.vel = vec(0,0)
        self.acc = vec(0,0)

    def jump(self):
        self.rect.y += 1
        hits = pg.sprite.spritecollide(self, platforms, False)
        self.rect.y -= 1
        if hits:
            self.vel.y = -13

    def update(self):
        self.acc = vec(0, 0.5)
        keys = pg.key.get_pressed()
        if keys[pg.K_a]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_d]:
            self.acc.x = PLAYER_ACC

        # apply friction
        self.vel.x *= PLAYER_FRICTION
        self.vel += self.acc
        self.pos += self.vel
        # wrap around the sides of the screen
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH

        self.rect.midbottom = self.pos


class Platform(pg.sprite.Sprite):
    def __init__(self, x, y, w, h):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((w, h))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect(topleft=(x, y))


all_sprites = pg.sprite.Group()
platforms = pg.sprite.Group()

player = Player()
all_sprites.add(player)
# spawns and adds platforms to group
p1 = Platform(0, HEIGHT - 40, WIDTH, 40)
p2 = Platform(WIDTH / 2 - 50, HEIGHT - 300, 100, 20)
p3 = Platform(WIDTH / 2 - 100, HEIGHT - 150, 200, 20)
all_sprites.add(p1, p2, p3)
platforms.add(p1, p2, p3)

running = True
while running:
    clock.tick(FPS)
    for event in pg.event.get():
        if event.type == pg.QUIT:
            running = False
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_SPACE:
                player.jump()

    all_sprites.update()
    # Check if we hit a wall/platform.
    hits = pg.sprite.spritecollide(player, platforms, False)
    for platform in hits:  # Iterate over the collided platforms.
        if player.vel.y > 0:  # We're falling.
            player.rect.bottom = platform.rect.top
            player.vel.y = 0
        elif player.vel.y < 0:  # We're jumping.
            player.rect.top = platform.rect.bottom
            player.vel.y = 3

        player.pos.y = player.rect.bottom

    #Draw / render
    screen.fill(BLACK)
    all_sprites.draw(screen)
    pg.display.flip()


pg.quit()

顺便说一句,在跳转方法中,您必须更改 self.rect.y 而不是 self.rect.x.

BTW, in the jump method you have to change self.rect.y not self.rect.x.

这篇关于pygame 平台游戏 - 如何使底部稳固?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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