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Pygame Collison Detection

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MY PROBLEM:

在我的游戏中,我想添加一些功能,如双跳,墙跳等 .
但是,我似乎正在理顺它 .
问题是,当我的角色与地面碰撞时,它会记录一次碰撞 .
然而,即使我在地面,下一次打勾也不再是登记碰撞 .
这会产生检测我当前是否与地面碰撞等问题 .
这会产生更多问题,因为当它没有检测到碰撞时,我的y速度将不断减小 .
因此,我的播放器具有恒定的y速度,而不是在地面时仅为0 .

EXAMPLE:

正如你在左下角看到的那样,我的y-velocity正在通过这样的数字反弹:

0  
0  
0.3  
0.6  
0.9

然后它重新开始 .
我真正需要的是,当我在地面上时,它始终为0 .
但它确定了原因,任何人都可以帮忙吗?

CODE:

import pygame
from pygame import *

WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    #pygame.display.set_caption("Use arrows to move!")
    timer = pygame.time.Clock()

    up = down = left = right = space = False
    bg = Surface((32,32))
    bg.convert()
    bg.fill(Color("#0094FF"))
    entities = pygame.sprite.Group()
    player = Player(32, 32)
    platforms = []
    plants = []

    space_num = 0

    x = 0
    y = 0
    level = [
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                                       PPPP",
        "P                                       PPPP",
        "P                                       PPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",]
    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                platforms.append(e)
                entities.add(e)
            if col == "p":
                p = Plant(x, y)
                plants.append(p)
                entities.add(p)
            x += 32
        y += 32
        x = 0

    total_level_width = len(level[0]) * 32
    total_level_height = len(level) * 32
    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT: raise SystemExit, "QUIT"
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                raise SystemExit, "ESCAPE"
            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_DOWN:
                down = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True
            if e.type == KEYDOWN and e.key == K_SPACE:
                if space_num < 6:
                    space = True
                    space_num += 1

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_DOWN:
                down = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False
            if e.type == KEYUP and e.key == K_SPACE:
                space = False

        # draw background
        for y in range(20):
            for x in range(25):
                screen.blit(bg, (x * 32, y * 32))

        camera.update(player)

        # update player, draw everything else
        player.update(up, down, left, right, platforms, space)
        for e in entities:
            screen.blit(e.image, camera.apply(e))
        pygame.display.update()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        return target.rect.move(self.state.topleft)

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

#def simple_camera(camera, target_rect):
#    l, t, _, _ = target_rect
#    _, _, w, h = camera
#    return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling left
    l = max(-(camera.width-WIN_WIDTH), l)   # stop scrolling right
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(400, 400, 32, 32)

    def update(self, up, down, left, right, platforms, space):
        if space:
            if not self.onGround:
                self.yvel = -12
            if self.onGround:
                self.yvel = 0
        else:
            if up:
                if self.onGround: self.yvel -= 10 # only jump if on the ground
            if down:
                pass
            if left:
                self.xvel = -8
            if right:
                self.xvel = 8
            if not self.onGround:
                self.yvel += 0.3 # only accelerate with gravity if in the air
                if self.yvel > 40: self.yvel = 40 # max falling speed
            if not(left or right):
                self.xvel = 0

            self.rect.left += self.xvel # increment in x direction
            self.collide(self.xvel, 0, platforms) # do x-axis collisions
            self.rect.top += self.yvel # increment in y direction
            self.onGround = False; # assuming we're in the air
            self.collide(0, self.yvel, platforms) # do y-axis collisions

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    pygame.event.post(pygame.event.Event(QUIT))
                if xvel > 0: self.rect.right = p.rect.left
                if xvel < 0: self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                    self.yvel = 0
                if yvel < 0: self.rect.top = p.rect.bottom


class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = Surface((32, 32))
        self.image.convert()
        self.image.fill(Color("#DDDDDD"))
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image = pygame.image.load("bush.png")

class Decoration(Entity):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Plant(Decoration):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = Surface((64, 64))
        self.image.convert()
        #self.image = pygame.image.load("bush.png")
        self.rect = Rect(x, y, 64, 64)




if __name__ == "__main__":
    main()

1 回答

  • 1

    看起来无论何时没有按下空间,更新代码都会让你在空中:

    def update(self, up, down, left, right, platforms, space):
        if space:
        else:
            self.onGround = False; # assuming we're in the air
            self.collide(0, self.yvel, platforms) # do y-axis collisions
    

    如果角色没有移动单个像素与平台重叠,那么pygame的碰撞代码可能没有检测到碰撞,而是相反,它恰好就在它上面?在这种情况下,你会经历一个落地循环,将yvel设置为0.好吧,我们正在下降,0.3,下降,0.6,下降,0.9,下降......好吧我们移动了1个像素,我们重叠了,我们登陆,将yvel设置为0.并在开头重复 .

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