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多次碰撞未测试 首先是错误:提示:更正:

如何解决多次碰撞未测试 首先是错误:提示:更正:

我有一个简单的角色移动脚本和平台,以及围绕左右按钮生成的圆圈。角色在空中或靠墙等情况下不会成功跳跃,除非处于以下状态: example

这是因为两个碰撞同时发生,但是代码应该能够处理这个。任何解决此问题的帮助以及使代码不那么混乱或减少意大利面的任何帮助都会非常有帮助,谢谢!

(抱歉把所有代码都放了,不知道怎么做)

main.py

import pygame
from draw import Draw
from Box2D import (b2World,b2Vec2)

from Box import Box
from circle import Circle

from player import Player

def Run():
    PPM = 20
    TARGET_FPS = 60
    TIME_STEP = 1.0 / TARGET_FPS

    SCREEN_WIDTH,SCREEN_HEIGHT = 640,480
    CAPTION = ""

    BGCOLOR = ((255,255,255))

    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
    pygame.display.set_caption(CAPTION)
    clock = pygame.time.Clock()

    world = b2World(gravity=(0,30),doSleep=True)

    closed = False

    global player,hold_left,hold_right,can_jump,speed,deceleration
    player = Player(world,200,PPM)
    speed = 20
    deceleration = 0.95
    hold_left = False
    hold_right = False
    can_jump = False

    while not closed:

        def left():
            player.body.ApplyForce(b2Vec2(-1*speed*speed,0),point=player.body.worldCenter,wake=True)
        def right():
            player.body.ApplyForce(b2Vec2(speed*speed,wake=True)
        if hold_left:
            left()
        elif hold_right:
            right()

        if len(player.body.contacts) == 0:
            can_jump = False
        else:
            for contact in player.body.contacts:
                contact = contact.contact
                print(contact)
                if contact.manifold.localPoint == b2Vec2(0,1):
                    can_jump=True
                elif contact.manifold.localPoint != b2Vec2(0,1):
                    can_jump=False


        for event in pygame.event.get():
            if event.type == pygame.QUIT: 
                closed = True
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_d:
                    hold_right = True
                elif event.key == pygame.K_a:
                    hold_left = True
                elif event.key == pygame.K_SPACE:
                    if can_jump:
                        player.body.linearVeLocity.y = 0
                        player.body.ApplyLinearImpulse(b2Vec2(0,-150),wake=True)
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_d:
                    hold_right = False
                elif event.key == pygame.K_a:
                    hold_left = False

        click = pygame.mouse.get_pressed()  
        if click[0] == 1:
            x,y = pygame.mouse.get_pos()
            Box(world,x,y,PPM)
        elif click[2] == 1:
            x,y = pygame.mouse.get_pos()
            Circle(world,PPM)

        player.body.linearVeLocity.x *= deceleration

        screen.fill(BGCOLOR)

        Draw(screen,world.bodies,PPM)

        world.Step(TIME_STEP,10,10)
        pygame.display.flip()
        clock.tick(TARGET_FPS)

    pygame.quit()

if __name__ == '__main__':
    Run()

播放器.py

from Box2D import (b2FixtureDef,b2polygonShape)

class Player:
    def __init__(self,world,PPM):
        self.x = x / PPM
        self.y = y / PPM
        self.w = 1
        self.h = 1
        self.gh = 0.1

        self.world = world
        self.body = self.world.CreateDynamicBody(
            position=(self.x,self.y),fixtures=b2FixtureDef(
                shape=b2polygonShape(Box=(self.w,self.h)),density=2.0,friction = 0.1))
        self.body.fixedRotation = True

circle.py

from Box2D import (b2FixtureDef,b2CircleShape)

class Circle:
    def __init__(self,PPM):
        self.x = x / PPM
        self.y = y / PPM
        self.r = 1

        self.world = world
        self.body = self.world.CreateStaticBody(
            position=(self.x,fixtures=b2FixtureDef(
                shape=b2CircleShape(radius = self.r),friction = 0.5))

Box.py

from Box2D import (b2FixtureDef,b2polygonShape)

class Box:
    def __init__(self,PPM):
        self.x = x / PPM
        self.y = y / PPM
        self.w = 10
        self.h = 1

        self.world = world
        self.body = self.world.CreateStaticBody(
            position=(self.x,friction = 0.1))

绘制.py

import pygame
from Box2D import (b2polygonShape,b2CircleShape)

def poly(screen,body,fixture,PPM):
    shape = fixture.shape
    vertices = [(body.transform * v) * PPM for v in shape.vertices]
    pygame.draw.polygon(screen,(0,187),vertices)
    pygame.draw.polygon(screen,vertices,2)

def Circle(screen,PPM):
    shape = fixture.shape
    radius = int(shape.radius * PPM)
    position = [int(axis * PPM) for axis in body.position]
    
    pygame.draw.circle(screen,(157,255),position,radius)
    pygame.draw.circle(screen,radius,1)


def Draw(screen,bodies,PPM):
    for body in bodies:
        for fixture in body.fixtures:
            if isinstance(fixture.shape,b2polygonShape):
                poly(screen,PPM)
            elif isinstance(fixture.shape,b2CircleShape):
                Circle(screen,PPM)

解决方法

您几乎可以肯定在这部分代码中存在逻辑错误,它似乎控制了您的布尔 can_jump 变量:

else:
    for contact in player.body.contacts:
        contact = contact.contact
        print(contact)
        if contact.manifold.localPoint == b2Vec2(0,1):
            can_jump=True
        elif contact.manifold.localPoint != b2Vec2(0,1):
            can_jump=False

一个错误、一个清理和一些提示...

首先是错误:

您正在遍历联系人。当您退出此循环时,是什么决定了 can_jump 的 T/F 值?

Ans:只有数据容器中的最后一个联系人会影响can_jump的值。有意义吗?

提示:

您正在此处测试 T/F 条件,正确的方法是进行测试一次,然后让其确定结果。现在您正在测试“if true”然后测试“if false”。这是多余且容易出错的。所以这样的事情更好:

if contact.blah.blah == b2vec():
    can_jump = True
else:
    can_jump = False

更正:

现在,这并不能解决您的问题。 (这和你的代码一样长......大声笑)。您可能想要做的是检查“所有”或“任何”联​​系人以确定条件,具体取决于您的游戏逻辑。您可以使用循环来执行此操作,就像您现在所做的那样,如果遇到“失败”条件,请设置变量,然后退出循环等。 或者你可以看看 Python 的 any()all() 内置命令。

例如...(您可以用自己的逻辑测试替换此处的逻辑测试,但这显示了结构)

contacts = {2,5,7}

can_jump = any(contact > 3 for contact in contacts)
print(can_jump)  # True

can_jump = all(contact > 3 for contact in contacts)
print(can_jump)  # False

因此,您可以正确地重新编写循环逻辑,也可以将其全部替换为 1-liner,即使联系人为空也应该可以工作,这也会生成 False!>

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