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pygame精灵墙碰撞

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我正在使用python和pygame进行平台游戏 . 整个代码可以在“https://github.com/C-Kimber/FBLA_Game”找到 . 我遇到的问题是玩家精灵和墙壁精灵之间的碰撞,特别是角落 . 当玩家按下x移动键并且他们跳跃时,玩家要么不移动,要么被卡住 . 这是碰撞样本:

def wallCollisions(self):

    block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)

    for block in block_hit_list:


        if self.rect.bottom >= block.rect.top and self.rect.bottom <= block.rect.top + 15:  # Moving down; Hit the top side of the wall
            if self.rect.right > block.rect.left:
                self.rect.bottom = block.rect.top
                self.yvel = 0
                self.onGround = True
                self.jumps = 1
        elif self.rect.top <= block.rect.bottom and self.rect.top >= block.rect.bottom - 15:  # Moving up; Hit the bottom side of the wall
            self.rect.top = block.rect.bottom
            self.yvel = 0
        if self.rect.right >= block.rect.left and self.rect.right <= block.rect.left + 15:  # Moving right; Hit the left side of the wall
            if self.rect.bottom > block.rect.top+15:
                self.rect.right = block.rect.left#+1
                self.xvel = 0
        elif self.rect.left <= block.rect.right and self.rect.left >= block.rect.right - 15:  # Moving left; Hit the right side of the wall
            self.rect.left = block.rect.right#-1
            self.xvel = 0 = block.rect.right#-1
            self.xvel = 0

我已经将图像包含在正在发生的事情和我想要的内容中 .
enter image description here

我尝试过其他方法,例如使用速度作为确定碰撞的因素,但到目前为止这是最好的方法 . 如果您能提供解决方案,我们将不胜感激 .

3 回答

  • 0
    elif self.rect.top <= block.rect.bottom and self.rect.top >= block.rect.bottom - 15:  # Moving up; Hit the bottom side of the wall
            self.rect.top = block.rect.bottom
            self.yvel = 0
    

    不应该将 yvel 设置为正数以使其上升?

  • 3

    谢谢用户树懒!他联系的问题给了我一些非常需要的清晰度 . 它花了我一点但我实现了它 . 我为碰撞创建了一个函数 .

    def wallColl(self, xvel, yvel, colliders):
        for collider in colliders:
            if pygame.sprite.collide_rect(self, collider):
                if xvel > 0:
                    self.rect.right = collider.rect.left
                    self.xvel = 0
                if xvel < 0:
                    self.rect.left = collider.rect.right
                    self.xvel = 0
                if yvel < 0:
                    self.rect.bottom = collider.rect.top
                    self.onGround = True
                    self.jumps = 3
                    self.yvel = 0
                if yvel > 0:
                    self.yvel = 0
                    self.rect.top = collider.rect.bottom
    

    然后我在更新功能中调用它们 .

    def update(self):
        self.rect.x += self.xvel
        # self.walls is an array of sprites.
        self.wallColl(self.xvel, 0, self.walls) 
    
        self.rect.y -= self.yvel
        self.onGround = False
        self.wallColl(0, self.yvel, self.walls)
    
        self.wallCollisions()
        if self.otherplayers != None:
            self.playerCollisions()
    
        # Gravity
        if self.onGround == False:
            self.yvel-=.0066*self.mass
    
        self.boundries(highbound, lowbound, leftbound, rightbound)
        self.down = False
    

    我游戏中的实际使用使得可用性接近完美 . 不过100%,这不是一个完美的答案 .

  • 1

    处理与墙壁碰撞的最简单方法是首先沿x轴移动玩家矩形或精灵,检查它是否与墙壁碰撞然后设置 self.rect.right = wall.rect.left 如果它向右移动或 self.rect.left = wall.rect.right 如果它知道方向 self.rect.left = wall.rect.right 以及如何重置rect的位置 .

    import pygame as pg
    from pygame.math import Vector2
    
    
    class Player(pg.sprite.Sprite):
    
        def __init__(self, x, y, walls):
            super().__init__()
            self.image = pg.Surface((30, 50))
            self.image.fill(pg.Color('dodgerblue1'))
            self.rect = self.image.get_rect(center=(x, y))
            self.pos = Vector2(x, y)  # Position vector.
            self.vel = Vector2(0, 0)  # Velocity vector.
            self.walls = walls  # A reference to the wall group.
    
        def update(self):
            self.pos += self.vel
            self.wall_collisions()
    
        def wall_collisions(self):
            """Handle collisions with walls."""
            self.rect.centerx = self.pos.x
            for wall in pg.sprite.spritecollide(self, self.walls, False):
                if self.vel.x > 0:
                    self.rect.right = wall.rect.left
                elif self.vel.x < 0:
                    self.rect.left = wall.rect.right
                self.pos.x = self.rect.centerx
    
            self.rect.centery = self.pos.y
            for wall in pg.sprite.spritecollide(self, self.walls, False):
                if self.vel.y > 0:
                    self.rect.bottom = wall.rect.top
                elif self.vel.y < 0:
                    self.rect.top = wall.rect.bottom
                self.pos.y = self.rect.centery
    
    
    class Wall(pg.sprite.Sprite):
    
        def __init__(self, x, y, w, h):
            super().__init__()
            self.image = pg.Surface((w, h))
            self.image.fill(pg.Color('sienna1'))
            self.rect = self.image.get_rect(topleft=(x, y))
    
    
    def main():
        screen = pg.display.set_mode((640, 480))
        clock = pg.time.Clock()
    
        all_sprites = pg.sprite.Group()
        walls = pg.sprite.Group()
    
        wall = Wall(100, 200, 300, 30)
        wall2 = Wall(230, 70, 30, 300)
        walls.add(wall, wall2)
        all_sprites.add(wall, wall2)
    
        player = Player(300, 300, walls)
        all_sprites.add(player)
    
        done = False
    
        while not done:
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    done = True
    
            keys = pg.key.get_pressed()
            if keys[pg.K_w]:
                player.vel.y = -3
            elif keys[pg.K_s]:
                player.vel.y = 3
            else:
                player.vel.y = 0
            if keys[pg.K_a]:
                player.vel.x = -3
            elif keys[pg.K_d]:
                player.vel.x = 3
            else:
                player.vel.x = 0
    
            all_sprites.update()
            screen.fill((30, 30, 30))
            all_sprites.draw(screen)
    
            pg.display.flip()
            clock.tick(30)
    
    
    if __name__ == '__main__':
        pg.init()
        main()
        pg.quit()
    

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