如何防止玩家在 pygame 的迷宫中穿过墙壁? [英] How do I prevent the player from moving through the walls in a maze in pygame?
问题描述
我有一个按网格组织的迷宫.网格的每个单元格都存储有关其右侧和底部相邻单元格的墙壁的信息.玩家是一个特定大小的物体,其边界框是已知的.我想让玩家顺利通过迷宫,墙壁阻止他们通过.
最小且可重复的示例:
导入pygame,随机类迷宫:def __init__(self, rows = 9, columns = 9):self.size =(列,行)self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]访问 = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]i, j = (self.size[0]+1)//2, (self.size[1]+1)//2访问过[i][j] = 真堆栈 = [(i, j)]而堆栈:当前 = stack.pop()i, j = 当前nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)]如果 0 <= n[0]
实现简单的逻辑,当玩家移动时测试玩家路径中是否有墙.检测到与墙壁发生碰撞时放弃移动.
向 Maze
类添加方法来检查单元格与其相邻单元格之间的墙:
类迷宫:# [...]def wall_left(self, i, j):返回 i <1 或 self.walls[i-1][j][0]def wall_right(self, i, j):返回 i >= self.size[0] 或 self.walls[i][j][0]def wall_top(self, i, j):返回 j <1 或 self.walls[i][j-1][1]def wall_bottom(self, i, j):返回 j >= self.size[0] 或 self.walls[i][j][1]
计算玩家边界框角点的行和列.
i0 = (player_rect.left - maze_pos[0])//cell_sizei1 = (player_rect.right - maze_pos[0])//cell_sizej0 = (player_rect.top - maze_pos[1])//cell_sizej1 = (player_rect.bottom - maze_pos[1])//cell_size
当玩家移动时,测试玩家是否正在进入一个新的单元格.使用Maze
类中的新方法来测试玩家路径中是否有墙.如果路径被墙挡住,则跳过移动:
keys = pygame.key.get_pressed()如果键[pygame.K_LEFT]:new_rect = player_rect.move(-3, 0)ni = (new_rect.left - maze_pos[0])//cell_size如果 i0 == ni 或不 (maze.wall_left(i0, j0) or maze.wall_left(i0, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):player_rect = new_rect如果键[pygame.K_RIGHT]:new_rect = player_rect.move(3, 0)ni = (new_rect.right - maze_pos[0])//cell_size如果 i1 == ni 或不 (maze.wall_right(i1, j0) or maze.wall_right(i1, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):player_rect = new_rect键 = pygame.key.get_pressed()如果键[pygame.K_UP]:new_rect = player_rect.move(0, -3)nj = (new_rect.top - maze_pos[1])//cell_size如果 j0 == nj 或不 (maze.wall_top(i0, j0) or maze.wall_top(i1, j0) or (i0 != i1 and maze.wall_right(i0, nj))):player_rect = new_rect如果键[pygame.K_DOWN]:new_rect = player_rect.move(0, 3)nj = (new_rect.bottom - maze_pos[1])//cell_size如果 j1 == nj 或不(maze.wall_bottom(i0, j1) or maze.wall_bottom(i1, j1) or (i0 != i1 and maze.wall_right(i0, nj))):player_rect = new_rect
另见
导入pygame,随机类迷宫:def __init__(self, rows = 9, columns = 9):self.size =(列,行)self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]访问 = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]i, j = (self.size[0]+1)//2, (self.size[1]+1)//2访问过[i][j] = 真堆栈 = [(i, j)]而堆栈:当前 = stack.pop()i, j = 当前nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)]如果 0 <= n[0] = self.size[0] 或 self.walls[i][j][0]def wall_top(self, i, j):返回 j <1 或 self.walls[i][j-1][1]def wall_bottom(self, i, j):返回 j >= self.size[0] 或 self.walls[i][j][1]def draw_maze(冲浪,迷宫,x,y,l,颜色,宽度):行 = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))]对于 i,在 enumerate(maze.walls) 中排行:对于 j,枚举(行)中的单元格:如果单元格[0]:行 += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]如果单元格[1]:行 += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]对于线中线:pygame.draw.line(冲浪,颜色,*线,宽度)pygame.init()窗口 = pygame.display.set_mode((400, 400))时钟 = pygame.time.Clock()迷宫 = 迷宫()player_rect = pygame.Rect(190, 190, 20, 20)运行 = 真运行时:时钟滴答(100)对于 pygame.event.get() 中的事件:如果 event.type == pygame.QUIT:运行 = 错误迷宫位置 = 20, 20单元格大小 = 40i0 = (player_rect.left - maze_pos[0])//cell_sizei1 = (player_rect.right - maze_pos[0])//cell_sizej0 = (player_rect.top - maze_pos[1])//cell_sizej1 = (player_rect.bottom - maze_pos[1])//cell_size键 = pygame.key.get_pressed()如果键[pygame.K_LEFT]:new_rect = player_rect.move(-3, 0)ni = (new_rect.left - maze_pos[0])//cell_size如果 i0 == ni 或不 (maze.wall_left(i0, j0) or maze.wall_left(i0, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):player_rect = new_rect如果键[pygame.K_RIGHT]:new_rect = player_rect.move(3, 0)ni = (new_rect.right - maze_pos[0])//cell_size如果 i1 == ni 或不 (maze.wall_right(i1, j0) or maze.wall_right(i1, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):player_rect = new_rect键 = pygame.key.get_pressed()如果键[pygame.K_UP]:new_rect = player_rect.move(0, -3)nj = (new_rect.top - maze_pos[1])//cell_size如果 j0 == nj 或不 (maze.wall_top(i0, j0) or maze.wall_top(i1, j0) or (i0 != i1 and maze.wall_right(i0, nj))):player_rect = new_rect如果键[pygame.K_DOWN]:new_rect = player_rect.move(0, 3)nj = (new_rect.bottom - maze_pos[1])//cell_size如果 j1 == nj 或不(maze.wall_bottom(i0, j1) or maze.wall_bottom(i1, j1) or (i0 != i1 and maze.wall_right(i0, nj))):player_rect = new_rectwindow.fill(0)绘制迷宫(窗口,迷宫,20, 20, cell_size, (196, 196, 196), 3)pygame.draw.circle(window, (255, 255, 0), player_rect.center, player_rect.width//2)pygame.display.flip()pygame.quit()出口()
I have a maze organized in a grid. Each cell of the grid stores the information about the walls to its right and bottom neighboring cell. The player is an object of a certain size whose bounding box is known. I want to move the player smoothly through the maze with the walls preventing them from going through.
Minimal and reproducible example:
import pygame, random
class Maze:
def __init__(self, rows = 9, columns = 9):
self.size = (columns, rows)
self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]
visited = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]
i, j = (self.size[0]+1) // 2, (self.size[1]+1) // 2
visited[i][j] = True
stack = [(i, j)]
while stack:
current = stack.pop()
i, j = current
nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)]
if 0 <= n[0] < self.size[0] and 0 <= n[1] < self.size[1] and not visited[n[0]][n[1]]]
if nl:
stack.insert(0, current)
next = random.choice(nl)
self.walls[min(next[0], current[0])][min(next[1], current[1])][abs(next[1]-current[1])] = False
visited[next[0]][next[1]] = True
stack.insert(0, next)
def draw_maze(surf, maze, x, y, l, color, width):
lines = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))]
for i, row in enumerate(maze.walls):
for j, cell in enumerate(row):
if cell[0]: lines += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]
if cell[1]: lines += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]
for line in lines:
pygame.draw.line(surf, color, *line, width)
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
maze = Maze()
player_rect = pygame.Rect(190, 190, 20, 20)
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
player_rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 3
player_rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * 3
window.fill(0)
draw_maze(window, maze, 20, 20, 40, (196, 196, 196), 3)
pygame.draw.circle(window, (255, 255, 0), player_rect.center, player_rect.width//2)
pygame.display.flip()
pygame.quit()
exit()
Implement simple logic that tests if there is a wall in the player's path when the player moves. Discard the movement when a collision with a wall is detected.
Add methods to the Maze
class that check for a wall between a cell and its neighboring cell:
class Maze:
# [...]
def wall_left(self, i, j):
return i < 1 or self.walls[i-1][j][0]
def wall_right(self, i, j):
return i >= self.size[0] or self.walls[i][j][0]
def wall_top(self, i, j):
return j < 1 or self.walls[i][j-1][1]
def wall_bottom(self, i, j):
return j >= self.size[0] or self.walls[i][j][1]
Calculate the rows and columns of the corner points of the player's bounding box.
i0 = (player_rect.left - maze_pos[0]) // cell_size
i1 = (player_rect.right - maze_pos[0]) // cell_size
j0 = (player_rect.top - maze_pos[1]) // cell_size
j1 = (player_rect.bottom - maze_pos[1]) // cell_size
As the player moves, test to see if the player is entering a new cell. Use the new methods in the Maze
class to test whether there is a wall in the player's path. Skip the movement if the path is blocked by a wall:
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
new_rect = player_rect.move(-3, 0)
ni = (new_rect.left - maze_pos[0]) // cell_size
if i0 == ni or not (maze.wall_left(i0, j0) or maze.wall_left(i0, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
player_rect = new_rect
if keys[pygame.K_RIGHT]:
new_rect = player_rect.move(3, 0)
ni = (new_rect.right - maze_pos[0]) // cell_size
if i1 == ni or not (maze.wall_right(i1, j0) or maze.wall_right(i1, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
player_rect = new_rect
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
new_rect = player_rect.move(0, -3)
nj = (new_rect.top - maze_pos[1]) // cell_size
if j0 == nj or not (maze.wall_top(i0, j0) or maze.wall_top(i1, j0) or (i0 != i1 and maze.wall_right(i0, nj))):
player_rect = new_rect
if keys[pygame.K_DOWN]:
new_rect = player_rect.move(0, 3)
nj = (new_rect.bottom - maze_pos[1]) // cell_size
if j1 == nj or not (maze.wall_bottom(i0, j1) or maze.wall_bottom(i1, j1) or (i0 != i1 and maze.wall_right(i0, nj))):
player_rect = new_rect
See also Maze collision detection
Minimal example:
import pygame, random
class Maze:
def __init__(self, rows = 9, columns = 9):
self.size = (columns, rows)
self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]
visited = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]
i, j = (self.size[0]+1) // 2, (self.size[1]+1) // 2
visited[i][j] = True
stack = [(i, j)]
while stack:
current = stack.pop()
i, j = current
nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)]
if 0 <= n[0] < self.size[0] and 0 <= n[1] < self.size[1] and not visited[n[0]][n[1]]]
if nl:
stack.insert(0, current)
next = random.choice(nl)
self.walls[min(next[0], current[0])][min(next[1], current[1])][abs(next[1]-current[1])] = False
visited[next[0]][next[1]] = True
stack.insert(0, next)
def wall_left(self, i, j):
return i < 1 or self.walls[i-1][j][0]
def wall_right(self, i, j):
return i >= self.size[0] or self.walls[i][j][0]
def wall_top(self, i, j):
return j < 1 or self.walls[i][j-1][1]
def wall_bottom(self, i, j):
return j >= self.size[0] or self.walls[i][j][1]
def draw_maze(surf, maze, x, y, l, color, width):
lines = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))]
for i, row in enumerate(maze.walls):
for j, cell in enumerate(row):
if cell[0]: lines += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]
if cell[1]: lines += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]
for line in lines:
pygame.draw.line(surf, color, *line, width)
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
maze = Maze()
player_rect = pygame.Rect(190, 190, 20, 20)
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
maze_pos = 20, 20
cell_size = 40
i0 = (player_rect.left - maze_pos[0]) // cell_size
i1 = (player_rect.right - maze_pos[0]) // cell_size
j0 = (player_rect.top - maze_pos[1]) // cell_size
j1 = (player_rect.bottom - maze_pos[1]) // cell_size
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
new_rect = player_rect.move(-3, 0)
ni = (new_rect.left - maze_pos[0]) // cell_size
if i0 == ni or not (maze.wall_left(i0, j0) or maze.wall_left(i0, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
player_rect = new_rect
if keys[pygame.K_RIGHT]:
new_rect = player_rect.move(3, 0)
ni = (new_rect.right - maze_pos[0]) // cell_size
if i1 == ni or not (maze.wall_right(i1, j0) or maze.wall_right(i1, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
player_rect = new_rect
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
new_rect = player_rect.move(0, -3)
nj = (new_rect.top - maze_pos[1]) // cell_size
if j0 == nj or not (maze.wall_top(i0, j0) or maze.wall_top(i1, j0) or (i0 != i1 and maze.wall_right(i0, nj))):
player_rect = new_rect
if keys[pygame.K_DOWN]:
new_rect = player_rect.move(0, 3)
nj = (new_rect.bottom - maze_pos[1]) // cell_size
if j1 == nj or not (maze.wall_bottom(i0, j1) or maze.wall_bottom(i1, j1) or (i0 != i1 and maze.wall_right(i0, nj))):
player_rect = new_rect
window.fill(0)
draw_maze(window, maze, 20, 20, cell_size, (196, 196, 196), 3)
pygame.draw.circle(window, (255, 255, 0), player_rect.center, player_rect.width//2)
pygame.display.flip()
pygame.quit()
exit()
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