我一直在浏览一些pygame教程,并根据这些教程开发了自己的代码 . 它如下:
#!/usr/bin/python
import pygame, sys
from pygame.locals import *
size = width, height = 320, 320
clock = pygame.time.Clock()
xDirection = 0
yDirection = 0
xPosition = 32
yPosition = 256
blockAmount = width/32
pygame.init()
screen = pygame.display.set_mode(size)
screen.fill([0, 155, 255])
pygame.display.set_caption("Mario Test")
background = pygame.Surface(screen.get_size())
mainCharacter = pygame.sprite.Sprite()
mainCharacter.image = pygame.image.load("data/character.png").convert()
mainCharacter.rect = mainCharacter.image.get_rect()
mainCharacter.rect.topleft = [xPosition, yPosition]
screen.blit(mainCharacter.image, mainCharacter.rect)
grass = pygame.sprite.Sprite()
grass.image = pygame.image.load("data/grass.png").convert()
grass.rect = grass.image.get_rect()
for i in range(blockAmount):
blockX = i * 32
blockY = 288
grass.rect.topleft = [blockX, blockY]
screen.blit(grass.image, grass.rect)
grass.rect.topleft = [64, 256]
screen.blit(grass.image, grass.rect.topleft )
running = False
jumping = False
falling = False
standing = True
jumpvel = 22
gravity = -1
while True:
for event in pygame.event.get():
if event.type == KEYDOWN and event.key == K_ESCAPE:
pygame.quit()
sys.exit()
elif event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_LEFT:
running = True
xRun = -5
elif event.key == K_RIGHT:
running = True
xRun = 5
elif event.key == K_UP or event.key == K_SPACE:
jumping = True
elif event.type == KEYUP:
if event.key == K_LEFT or event.key == K_RIGHT:
running = False
if running == True:
xPosition += xRun
if mainCharacter.rect.right >= width:
xPosition = xPosition - 10
print "hit"
running = False
elif mainCharacter.rect.left <= 0:
xPosition = xPosition + 10
print "hit"
running = False
screen.fill([0, 155, 255])
for i in range(blockAmount):
blockX = i * 32
blockY = 288
grass.rect.topleft = [blockX, blockY]
screen.blit(grass.image, grass.rect)
grass.rect.topleft = [64, 64]
screen.blit(grass.image, grass.rect.topleft )
if jumping:
yPosition -= jumpvel
print jumpvel
jumpvel += gravity
if jumpvel < -22:
jumping = False
if mainCharacter.rect.bottom == grass.rect.top:
jumping = False
if not jumping:
jumpvel = 22
mainCharacter.rect.topleft = [xPosition, yPosition]
screen.blit(mainCharacter.image,mainCharacter.rect)
clock.tick(60)
pygame.display.update()
所以我已经想出了如何让我的家伙跳,但是我已经在天空中放置了一块并试图这样做:
if mainCharacter.rect.bottom == grass.rect.top:
jumping = False
试图使角色停止跳跃 . 是否有内置函数来测试这个或者可能是一种在我的情况下有效的方法 . 顺便说一句,这不起作用,我似乎无法弄清楚如何做到这一点 . 任何帮助是极大的赞赏 :)
1 回答
代码的问题在于您的角色每步移动多个像素 . 例如,当以最大速度移动时,角色每步移动22个像素 . 因此,如果他在下一步的草地下方12个像素 . 要解决此问题,您需要测试角色是否在草地上或在草地下面,如下所示:
此外,Pygame确实有一个内置函数来测试碰撞检测:如果rect1和rect2发生碰撞,
rect1.colliderect(rect2)
将返回True,否则返回False . 然而,它比上述代码稍微昂贵,如果你的角色移动速度太快以至于他完全穿过草地,它可能会导致同样的问题 .