我正在使用 pymunk 物理引擎构建一个平台游戏,并使用 pygame 来显示它。
我想知道如何才能让玩家粘在移动平台上?现在,如果我不通过移动玩家来跟随平台,玩家站在平台上时会保持在同一位置,然后当平台移开时会掉下来。
我的pygame/python版本:pygame 2.6.1(SDL 2.28.4,Python 3.12.3)
Pymunk 版本: 6.9.0
这是我正在使用的代码:
#Pymunk Platformer:
import pygame
import pymunk
import sys
import math
pygame.init()
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Platformer Game')
clock = pygame.time.Clock()
space = pymunk.Space()
space.gravity = (0, 900) # Gravity pulls objects downwards
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, width=30, height=30):
super().__init__()
self.image = pygame.Surface((30, 30), pygame.SRCALPHA).convert_alpha()
self.image.fill((255, 0, 0)) # Red square for player
self.rect = self.image.get_rect(center=(x, y))
# Pymunk physics body
mass = 1
self.width, self.height = width, height
# inertia = pymunk.moment_for_box(mass, (width, height))
# Setting the inertia to infinity makes it so that the rectangle does not rotate when colliding with other objects:
inertia = float("inf")
self.body = pymunk.Body(mass, inertia)
self.body.position = x, y
self.shape = pymunk.Poly.create_box(self.body, (width, height))
self.shape.collision_type = 1 # Player collision type
self.shape.friction = 1
space.add(self.body, self.shape)
self.on_ground = False
self.angle = 0
self.start_position = (x, y)
def update(self):
self.rect.center = self.body.position
self.angle = math.degrees(self.body.angle)
if self.body.position.y > 2000:
self.body.position = self.start_position
self.body.velocity = (0,0)
def jump(self):
if self.on_ground:
self.body.velocity = (self.body.velocity.x, -300) # Jump velocity
self.on_ground = False
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
super().__init__()
self.image = pygame.Surface((width, height))
self.image.fill((0, 255, 0)) # Green rectangle for platforms
self.rect = self.image.get_rect(topleft=(x, y))
# Static body for platforms
self.body = pymunk.Body(body_type=pymunk.Body.STATIC)
self.body.position = x + width / 2, y + height / 2 # Center of the platform
shape = pymunk.Poly.create_box(self.body, (width, height))
shape.collision_type = 2 # Platform collision type
shape.friction = 0.5
space.add(self.body, shape)
def update(self):
pass # Platforms don't need to update their position
class MovingPlatform(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, range, speed):
super().__init__()
self.image = pygame.Surface((width, height))
self.image.fill((0, 255, 0)) # Green rectangle for platforms
self.rect = self.image.get_rect(topleft=(x, y))
# Change to KINEMATIC instead of STATIC
self.body = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
self.body.position = x+width/2, y+height/2 # Center of the platform
self.shape = pymunk.Poly.create_box(self.body, (width, height))
self.shape.collision_type = 2 # Platform collision type
self.shape.friction = 1.5
space.add(self.body, self.shape)
self.range = range # How far it moves
self.speed = speed # Speed of movement
self.direction = 1 # 1 for moving right/up, -1 for left/down
self.start_x, self.start_y = x, y
def update(self):
# Move the platform back and forth
if self.body.position.x > self.start_x + self.range and self.direction == 1:
self.direction = -1 # Reverse direction at edges
if self.body.position.x < self.start_x and self.direction == -1:
self.direction = 1 # Reverse direction at edges
self.body.position = (self.body.position.x + self.direction * self.speed, self.body.position.y)# Set surface velocity to match platform movement
self.shape.surface_velocity = (self.direction * self.speed, 0)
self.rect.center = self.body.position
def player_on_ground(arbiter, space, data):
for shape in arbiter.shapes:
if shape == player.shape:
player.on_ground = True
return True
return False
handler = space.add_collision_handler(1, 2) # Player and Platform
handler.begin = player_on_ground
# Create player and platforms
player = Player(350, 200)
platforms = pygame.sprite.Group()
for _ in range(3): # Create three platforms
platforms.add(Platform(100 + _ * 200, HEIGHT - 200, 100, 20))
for i in range(2):
platforms.add(Platform(20 + i * 300, HEIGHT - 300, 200, 20))
for i in range(2):
ptfm = MovingPlatform(200 + i * 200, HEIGHT - 370, 40, 20, range=100, speed=1)
platforms.add(ptfm)
all_sprites = pygame.sprite.Group(*platforms)
direction = "right"
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player.body.velocity = (-150, player.body.velocity.y) # Move left
if keys[pygame.K_RIGHT]:
player.body.velocity = (150, player.body.velocity.y) # Move right
if keys[pygame.K_SPACE]:
player.jump()
# Update physics
space.step(1 / 60.0)
# Update sprites
all_sprites.update()
player.update()
# Draw
screen.fill((0, 0, 0))
all_sprites.draw(screen)
rotated_image = pygame.transform.rotate(player.image, player.angle)
width, height = rotated_image.get_size()
half_width, half_height = int(width/2), int(height/2)
x, y = player.rect.center
screen.blit(rotated_image, [x - half_width, y - half_height])
# print(player.body.position)
pygame.display.flip()
clock.tick(50)
pygame.quit()
sys.exit()
您可以向 Player 附加一个布尔值,以确定 Player 是否“在移动平台上”。也许你可以称之为“onMovePlatform”。
您可以使用 PyMunk 的 CollisionHandler 类(https://www.pymunk.org/en/latest/pymunk.html#pymunk.CollisionHandler)来检测玩家是否位于 MovePlatform 对象上,或者在这种情况下,如果 Player 与 MovePlatform 对象“碰撞”。所以当Player与MovePlatform“碰撞”时,可以设置:“onMovePlatform = True”
如果程序看到“onMovePlatform == True”,您可以这样做,以便每次 MovePlatform 的位置发生变化时,您都可以对 MovePlatform 使用相同的更改,并将其应用到 Player 位置。就像如果 MovePlatform 每帧向右移动 5 一样,您也可以为 Player 向右添加 5。这同样适用于其他方向,反之亦然。
然后,当您按空格键跳跃时,您可以自动设置 onMovePlatform = false,因为您可以假设由于您现在处于半空中,因此您不再与 MovePlatform 对象接触,并且由于布尔值现在设置为false,它不再将变换应用于玩家的位置。