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播放器与屏幕侧面碰撞无法正常工作

如何解决播放器与屏幕侧面碰撞无法正常工作

因此,我试图做到这一点,以便如果播放器与屏幕的一侧发生碰撞(可以说是向右),则播放器将开始向左侧移动。左侧情况相同,但播放器将向右移动。我试图以不同的方式编写此代码[bellow],但大多数情况下,播放器会像这样卡住:https://gyazo.com/9e769e32f9e91e8dffc2fdc5ee6f4457

我编写的试图使播放器在触摸屏幕的一侧时向左或向右移动的代码

if playerman.x < 30:
        px += playerman.speed
    elif playerman.x < 670:
        px -= playerman.speed
    else:
        px -= playerman.speed

我的完整代码

import pygame
import random
pygame.init()

window = pygame.display.set_mode((700,500))
pygame.display.set_caption(("Noobs First Game"))

# Player class
class Player:
    def __init__(self,x,y,width,height,color):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.color = color
        self.speed = 6
        self.fall = 0
        self.run = [pygame.image.load("Player_run1.png"),pygame.image.load("Player_run2.png"),pygame.image.load("Player_run3.png"),pygame.image.load("Player_run4.png"),pygame.image.load("Player_run5.png"),pygame.image.load("Player_run6.png"),pygame.image.load("Player_run7.png"),pygame.image.load("Player_run8.png")]
        
        self.jump = [pygame.image.load("Player_Jump.png")]

        self.lrun = [pygame.image.load("Player_lrun1.png"),pygame.image.load("Player_lrun2.png"),pygame.image.load("Player_lrun3.png"),pygame.image.load("Player_lrun4.png"),pygame.image.load("Player_lrun5.png"),pygame.image.load("Player_lrun6.png"),pygame.image.load("Player_lrun7.png"),pygame.image.load("Player_lrun8.png")]

        self.ljump = [pygame.image.load("Player_lJump.png")]

        self.direction = "run"
        self.direction = "jump"
        self.direction = "lrun"
        self.direction = "ljump"
        self.run = [pygame.transform.scale(image,(image.get_width()//6,image.get_height()//6))for image in self.run]
        self.jump = [pygame.transform.scale(image,image.get_height()//6))for image in self.jump]
        self.lrun = [pygame.transform.scale(image,image.get_height()//6))for image in self.lrun]
        self.ljump = [pygame.transform.scale(image,image.get_height()//6))for image in self.ljump]

        self.isJump = False
        self.JumpCount = 10
        self.rect = pygame.Rect(x,height)
        self.next_frame_time = 0
        self.fps = 10
        self.clock = pygame.time.Clock()
        self.anim_index = 0
    def get_rect(self):
        self.rect.topleft = (self.x,self.y)
        return self.rect
    def draw(self):
        if self.direction == "run":
            image_list = self.run
        if self.direction == "jump":
            image_list = self.jump
        if self.direction == "lrun":
            image_list = self.lrun
        if self.direction == "ljump":
            image_list = self.ljump

        # Is it time to show next frame?
        time_Now = pygame.time.get_ticks()
        if (time_Now > self.next_frame_time):
            # seconds till next frame
            inter_time_delay = 1000 // self.fps
            self.next_frame_time = time_Now + inter_time_delay
            # switch to next frame
            self.anim_index += 1
            if self.anim_index >= len(image_list):
                self.anim_index = 0

        if self.anim_index >= len(image_list):
            self.anim_index = 0
        player_image = self.run[self.anim_index]

        pygame.draw.rect( window,self.color,self.get_rect(),2 )
        player_image = image_list[self.anim_index]

        player_rect = player_image.get_rect(center = self.get_rect().center)
        player_rect.centerx += 3
        player_rect.centery -= 17
        window.blit(player_image,player_rect)

# Platform class
class Platform:
    def __init__(self,color):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.color = color
        self.rect = pygame.Rect(x,height)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        pygame.draw.rect(window,self.rect)


# displaying Color
white = (255,255,255)

# Drawing player
playerman = Player(255,40,white)

# Drawing Platform
platform1 = Platform(200,300,700,30,white)

# Putting Platform in a list
platforms = [platform1]


# redrawing window
def redrawwindow():
    window.fill((0,0))
    
    # bliting a counter the game
    window.blit(text,textRect)
    # showing player on the screen
    playerman.draw()

    # Drawing Platform
    for Platform in platforms:
        Platform.draw()

# The conter and how its going look like
font = pygame.font.Font("freesansbold.ttf",30)
score = 0
text = font.render(" = "+str(score),True,(255,255))
textRect = text.get_rect()
textRect.center = ((150,40))


fps = 30
clock = pygame.time.Clock()

x = 10
y = 10

x_change = 0
y_change = 0

old_x = x
old_y = y

# Space down = False
spcdown = False
run = True
while run:
    clock.tick(fps)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()


    



            


        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_d:
                x_change = -7
            if event.key == pygame.K_a:
                x_change = 7

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_d or event.key == pygame.K_a:
                x_change = 0

            x += x_change
            if x > 500 - playerman.width or x < 0:
                x = old_x

            
        

    # If keys get pressed
    keys = pygame.key.get_pressed()
    px,py = playerman.x,playerman.y

    if playerman.x < 30:
        px += playerman.speed
    elif playerman.x < 670:
        px -= playerman.speed
    else:
        px -= playerman.speed

    # Adding one to score every time player jumps
    if not keys[pygame.K_SPACE]:
        spcdown = False  # space released
    
    if keys[pygame.K_SPACE]:
        if not spcdown:
            score += 1  # if space pressed first time
        spcdown = True  # space key is pressed
        text = font.render(" = "+str(score),255))
        textRect.center = ((150,40))
        


    # Player movment
    if keys[pygame.K_a] and playerman.x > playerman.speed:
        px -= playerman.speed
        playerman.direction = "lrun"

    if keys[pygame.K_d] and playerman.x < 700 - playerman.width - playerman.speed:
        px += playerman.speed
        playerman.direction = "run"

    if keys[pygame.K_w] and playerman.y > playerman.speed:
        py -= playerman.speed

    if keys[pygame.K_s] and playerman.y < 500 - playerman.height - playerman.speed:
        py += playerman.speed

    # animation for player jump
    if playerman.direction == "run":
        if keys[pygame.K_SPACE]: 
            playerman.direction = "jump"
    else:
        if playerman.direction == "lrun":
            if keys[pygame.K_SPACE]:
                playerman.direction = "ljump"


    platform_rect_list =[p.rect for p in platforms]
    player_rect = playerman.get_rect()
    playerman.rect.topleft = (px,py)


    playerman.y = py
    if player_rect.collidelist(platform_rect_list) < 0:
        playerman.x = px
        
    # About isJump
    if not playerman.isJump:
        playerman.y += playerman.fall
        playerman.fall += 1
        playerman.isJump = False

            # this part lets you jump on platform only the top 
        collide = False
        for Platform in platforms:
            if playerman.get_rect().colliderect(Platform.rect):
                collide = True
                playerman.isJump = False
                playerman.y = Platform.rect.top - playerman.height
                if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
                    playerman.x = Platform.rect.left - playerman.width
                if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
                    playerman.x = Platform.rect.right
                           
                # colliding with floor      
            if playerman.rect.bottom >= 500:
                collide = True
                playerman.isJump = False
                playerman.Jumpcount = 10
                playerman.y = 500 - playerman.height

            # Jumping
        if collide:
            if keys[pygame.K_SPACE]:
                playerman.isJump = True
            playerman.fall = 0

    # Jump Count

    else:
        if playerman.JumpCount >= 0:
            playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
            playerman.JumpCount -= 1
        else:
            playerman.isJump = False
            playerman.JumpCount = 10

        
            
    redrawwindow()
    pygame.display.update()
quit_game

解决方法

考虑您的更新逻辑:

px,py = playerman.x,playerman.y

if playerman.x < 30:
    px += playerman.speed
elif playerman.x < 670:
    px -= playerman.speed
else:
    px -= playerman.speed

通过假设我们Rubber Duck debugging来思考,假设玩家在屏幕playerman.x == 250的中间。我们像python解释器一样手动遍历代码,将其调用给我们的鸭子:

when playerman.x equals 250
is playerman.x < 30 ... FALSE
is playerman.x < 670 ... TRUE
    move player left

看起来应该是>而不是<!?

但是请考虑始终添加playerman.speed,然后简单地将其反转以更改方向。因此,向右行驶时的速度为+5,向左行驶时的速度为-5。这样一来,您可以反转速度:

playerman.speed *= -1    # reverse direction

如果您使用单个PyGame Rect作为玩家位置,则您的代码会简单得多。现在您有:

playerman.rect
playerman.x,playerman.y
px,py
player_rect
player_image.get_rect()

所有争夺者都将占据玩家的位置。这使您的代码难以编写和调试。花一些时间 now 使用一对x,y或一个rect来删除不必要的坐标和矩形。然后执行一切。它将为您的未来自己节省很多无聊的工作。

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