#python #pygame #collision-detection #pygame-surface
#python #pygame #обнаружение столкновений #pygame-поверхность
Вопрос:
Итак, я пытался заставить моего врага двигаться в том же месте, пока мой игрок перемещает камеру, но это не работает, когда экран перемещается, мой враг будет медленно перемещаться со своего исходного места, но как только он выйдет из своего исходного места, он начнет давать сбои. Также, когда мой игрок сталкивается со стороной платформы, мой враг будет двигаться так же, как и мой игрок, но быстрее, например: https://gyazo.com/926207e82cd9849266decd68c08ea84d
Часть движения моей камеры (не работает)
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
Мой полный код
import pygame
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")
move = pygame.image.load("WASD.png")
# Playerman
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 = 5
self.isJump = False
self.JumpCount = 10
self.idle =[pygame.image.load("player_idel_1.png"),
pygame.image.load("player_idel_2.png"),
pygame.image.load("player_idel_3.png"),
pygame.image.load("player_idel_4.png"),
pygame.image.load("player_idel_5.png"),
pygame.image.load("player_idel_6.png"),
pygame.image.load("player_idel_7.png"),
pygame.image.load("player_idel_8.png")
]
self.idlel = [pygame.image.load("Player_idel_left1.png"),
pygame.image.load("Player_idel_left2.png"),
pygame.image.load("Player_idel_left3.png"),
pygame.image.load("Player_idel_left4.png"),
pygame.image.load("Player_idel_left5.png"),
pygame.image.load("Player_idel_left6.png"),
pygame.image.load("Player_idel_left7.png"),
pygame.image.load("Player_idel_left8.png")
]
self.right = [pygame.image.load("Player_walk_right1.png"),
pygame.image.load("Player_walk_right2.png"),
pygame.image.load("Player_walk_right3.png")]
self.left = [pygame.image.load("Player_walk_left1.png"),
pygame.image.load("Player_walk_left2.png"),
pygame.image.load("Player_walk_left3.png")]
self.jump1 = [pygame.image.load("Player_jump5.png")]
self.jump2 = [
pygame.image.load("Player_rjump1.png")]
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
self.idle = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idle]
self.idlel = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idlel]
self.right = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.right]
self.left = [pygame.transform.scale(image,(image.get_width()*2, image.get_height()*2)) for image in self.left]
self.jump1 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump1]
self.jump2 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump2]
self.fps = 10
self.clock = pygame.time.Clock()
self.anim_index = 0
self.direction = "idle"
self.direction = "right"
self.direction = "left"
self.dierection = "idleleft"
self.dierection = "jump1"
self.dierection = "jump2"
self.next_frame_time = 0
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
pygame.draw.rect(self.color,self.rect)
def draw(self):
if self.direction == "idle":
image_list = self.idle
if self.direction == "right":
image_list = self.right
if self.direction == "left":
image_list = self.left
if self.direction == "idlel":
image_list = self.idlel
if self.direction == "jump1":
image_list = self.jump1
if self.direction == "jump2":
image_list = self.jump2
# Is it time to show the next animation frame?
time_now = pygame.time.get_ticks()
if ( time_now > self.next_frame_time ):
# set the time for the next animation-frame
inter_frame_delay = 1000 // self.fps
self.next_frame_time = time_now inter_frame_delay # in the future
# move the current image to the next (with wrap-around)
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 = image_list[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 -= 13
window.blit(player_image, player_rect)
class Snake:
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.path = [x, end]
self.walkCount = 0
self.vel = 3
self.visible = True
self.no = pygame.image.load("Player_jump5.png")
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.move()
self.rect.topleft = (self.x,self.y)
window.blit(self.no,self.rect)
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x self.vel
if ( proposed_move < self.path[0] or proposed_move > self.path[1] ):
# Move hits a boundary, so we need to turn around
self.vel = -self.vel
self.Walking_index = 0
# now make the correct move
self.x = self.vel # add /- velocity
def scroll(self,sx,sy):
self.x = sx
self.y = sy
self.path[0] = sx
self.path[1] = sx
class Platform:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.rect.topleft = (self.x,self.y)
# Colors for hitbox
white = (255,255,255)
green = (0,255,0)
# Drawing Player
playerman = Player(350,445,40,40,white)
#Drawing Platforms
platform1 = Platform(300,-9.1,40,500,green)
platform2 = Platform(330,451,2000,40,green)
platform3 = Platform(2300,-9.1,40,500,green)
# Drawing Rule
rule1 = Rule(340,-9.1,220,500,green)
rule2 = Rule(20000,-9,1,5,green)
snake1 = Snake(100, 110, 64, 64, 300)
# List
platforms = [platform1,platform2,platform3]
rules = [rule1,rule2]
snakes = [snake1]
# draws map
platformGroup = pygame.sprite.Group
Level = [
" 1 1",
" 1 ",
" 1 1 111 1 ",
" 1 1 1 1 ",
" 11 1 1 1 11 ",
" 1 1 1 1 ",
" 1 1 1 11 1 ",
" 1 1 111 1 11 1 1 ",
" 1 1 11111 1 1 ",]
for iy,row in enumerate(Level):
for ix, col in enumerate(row):
if col == "1":
new_platforms = Platform(ix*50,iy*50.2,50,50,(255,255,255))
platforms.append(new_platforms)
# Windows color
def redrawwindow():
window.fill((0,0,0))
# Drawing the player and other stuff to the screen
playerman.draw()
for Platform in platforms:
Platform.draw()
for Rule in rules:
Rule.draw()
for Snake in snakes:
Snake.draw()
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# part of player screen movment
if playerman.y < 250:
playerman.y = 1
for Platform in platforms:
Platform.y = playerman.speed
for Snake in snakes:
Snake.scroll(0, playerman.speed)
if playerman.y > 410:
playerman.y -= playerman.fall
for Platform in platforms:
Platform.y -= playerman.fall
for Snake in snakes:
Snake.scroll(0, -playerman.fall)
# part of side colliding
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
for Snake in snakes:
Snake.scroll(playerman.speed,0)
if event.key == pygame.K_a:
x_change = 7
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
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
# lets player move
keys = pygame.key.get_pressed()
px, py = playerman.x, playerman.y
for Platform in platforms:
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
for Platform in platforms:
Platform.x = playerman.speed
for Rule in rules:
Rule.x = playerman.speed
if not playerman.isJump:
playerman.direction = "left"
for Snake in snakes:
Snake.scroll(playerman.speed,0)
else:
if playerman.direction == "left" and playerman.direction == "idlel":
playerman.direction = "idlel"
else:
if playerman.direction == "right" and playerman.direction == "idle":
playerman.direction = "idle"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
move_right = keys[pygame.K_d]
move_left = keys[pygame.K_a]
if move_right:
for Platform in platforms:
Platform.x -= playerman.speed
for Rule in rules:
Rule.x -= playerman.speed # <---
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
if move_left:
for Platform in platforms:
Platform.x = playerman.speed
for Rule in rules:
Rule.x = playerman.speed # <---
for Snake in snakes:
Snake.scroll(playerman.speed,0)
platform_rect_list = [p.get_rect() for p in platforms] # get_rect()
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
cI = player_rect.collidelist(platform_rect_list)
if cI >= 0:
# undo movement of platforms dependent on the direction and intersection distance
dx = 0
if move_right:
dx = platform_rect_list[cI].left - player_rect.right
if move_left:
dx = platform_rect_list[cI].right - player_rect.left
for Platform in platforms:
Platform.x -= dx
Platform.get_rect() # update rectangle
for Rule in rules:
Rule.x -= dx # <---
for Snake in snakes:
Snake.x -= dx
##############
# 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
py -= playerman.speed
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()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()
pygame.quit()
Ответ №1:
Улучшите надежность вашего кода. Убедитесь, что движение a Snake
работает, даже если положение змеи далеко от path
. Если proposed_move
меньше self.path[0]-self.vel
или self.path[1] self.vel
, то Snake
никогда не вернется к пути, потому self.vel
что будет постоянно инвертироваться. Убедитесь, что направление движения всегда устанавливается вправо, если proposed_move < self.path[0]
и убедитесь, что направление движения всегда устанавливается влево, если proposed_move > self.path[1]
:
class Snake:
# [...]
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x self.vel
# Move hits a boundary, so we need to turn around
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# now make the correct move
self.x = self.vel # add /- velocity
Сделайте то же самое для Bat
:
class Bat:
# [...]
def move(self):
if self.visible:
# relizes when it hits bounds
proposed_move = self.x self.vel
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# starting movment
self.x = self.vel
Вы должны упростить свой код.
Сохраните начальную позицию игрока ( start_x
, start_y
) и методы класса player, которые возвращают текущую позицию игрока по отношению к начальной позиции ( get_x
, get_y
):
class Player:
def __init__(self,x,y,width,height,color):
self.start_x = x
self.start_y = y
self.x = x
self.y = y
#[...]
def get_x(self):
return self.x - self.start_x
def get_y(self):
return self.y - self.start_y
Вычислите позиции Snake
, Bat
, Platform
и Rule
по отношению к игроку:
class Snake:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no,self.rect)
class Bat:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no, self.rect)
class Platform:
# [...]
def get_rect(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
# [...]
def draw(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
Избавьтесь от компенсации перемещения игрока ( scroll
и т.д.). В этом больше нет необходимости, поскольку объекты отображаются по отношению к игроку. Завершите основной цикл:
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# lets player move
keys = pygame.key.get_pressed()
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment x
if keys[pygame.K_d]:
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
if not playerman.isJump:
playerman.direction = "left"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left" and keys[pygame.K_SPACE]:
playerman.direction = "jump2"
px, py = playerman.x, playerman.y
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if keys[pygame.K_d]:
playerman.x = playerman.speed
if keys[pygame.K_a]:
playerman.x -= playerman.speed
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:
player_rect = playerman.get_rect()
player_rect.topleft = (playerman.x, playerman.y)
platform_rect = Platform.get_rect()
if playerman.get_rect().colliderect(platform_rect):
collide = True
playerman.isJump = False
if platform_rect.top > playerman.x:
playerman.y = platform_rect.top - playerman.height
if player_rect.right > platform_rect.left and player_rect.left < platform_rect.left:
playerman.x = platform_rect.left - playerman.width
if player_rect.left < platform_rect.right and player_rect.right > platform_rect.right:
playerman.x = platform_rect.right
# colliding with floor
if player_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.y -= playerman.speed
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()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()
Комментарии:
1. Итак, каждый раз, когда я касаюсь сторон моей платформы, это портит движение gyazo.com/0c25eef02a971d7b69b65eff40f330f2
2. Я только что удалил bats, и у меня все еще возникает проблема, я не знаю почему.
3. Каждый раз, когда я касаюсь сторон моей платформы, мой враг перестает двигаться влево и вправо и перемещает, скажем, игрока. Например, если я нажму d при столкновении со стороной моей платформы, мой враг переместится вправо