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获得碰撞的一面:碰撞检测

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我正在尝试制作一个平台游戏,其中没有斜坡 . 我试图让碰撞检测失效,但我无法在pygame中找到一种方法来确定哪一侧与另一个精灵相撞 . 任何人都可以给我一个很好的方法来做到这一点,这不是太笨重,但在我的情况下也会很好用吗?

这是我的玩家类:

class Player(pg.sprite.Sprite):
    def __init__(self,game):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((30, 40))
        self.game = game
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH / 2, HEIGHT / 2)
        self.pos = vec(WIDTH / 2, HEIGHT / 2)
        self.vel = vec(0, 0)
        self.acc = vec(0, 0)

    def jump(self):
        self.rect.y += 1
        hits = pg.sprite.spritecollide(self, self.game.platforms, False)
        self.rect.y -= 1
        if hits:
            self.vel.y = -15

    def update(self):
        self.acc = vec(0, PLAYER_GRAV)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC
        self.acc.x += self.vel.x * PLAYER_FRICTION
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc


        self.rect.midbottom = self.pos

这是我的平台类:

class Platform(pg.sprite.Sprite):
    def __init__(self, x, y ,w, h):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((w,h))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.centerx = x+(w/2)
        self.centery = y+(h/2)

以下是我目前如何进行碰撞(仅适用于平台顶部)

hits = pg.sprite.spritecollide(self.player,self.platforms, False)

if hits:
    self.player.pos.y = hits[0].rect.top+1
    self.player.vel.y = 0

编辑:

我已将此添加到我的播放器类中,并且每次播放器更新时都会运行它,它几乎可以正常工作 .

def wall_collisions(self):
    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
            self.vel.x = 0
        elif self.vel.x < 0:
            self.rect.left = wall.rect.right
            self.vel.x = 0
        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
            self.vel.y = 0
        elif self.vel.y < 0:
            self.rect.top = wall.rect.bottom
            self.vel.y = 0
        self.pos.y = self.rect.centery

平台顶部的碰撞工作,ALMOST侧面的碰撞总是有效,除非我按下播放器然后跳转 . 如果我试图击中平台底部的播放器,它会将我射向平台的任一侧 . 有帮助吗?

1 回答

  • 0

    我找到了一个有效的解决方案 . 以下代码非常有效 .

    def wall_collisions(self):
        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
                self.vel.x = 0
            elif self.vel.x < 0:
                self.rect.left = wall.rect.right
                self.vel.x = 0
            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
                self.vel.y = 0
            elif self.vel.y < 0:
                self.rect.top = wall.rect.bottom
                self.vel.y = 0
            self.pos.y = self.rect.centery
    

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