我撞上平台后,除非再次按下向左或向右键,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,而我必须再次跳跃或快速反应并按相应的键。当我在碰撞检测系统中删除player.friction()时,如果我停止按右键,则最终会夹到块的边缘,这会导致玩家永久卡住,除非他们按向右的跳键。同时。我认为可以通过再次更改块的位置来解决此问题,但是到目前为止,我还不知道如何实现。
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
运动(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()
我撞上平台后,除非再次按下向左或向右键,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,则该字符不会'...
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