#python #pygame
#python #pygame
Вопрос:
Итак, я работал над боками своего плеера, и я сделал это, и у меня просто возникла одна проблема: когда мой игрок прыгает при попытке перемещения, мой плеер не реагирует на клавишу, которую я нажимаю. Клавиши реагируют только тогда, когда игрок начинает падать.
gyazo.com/17bd10445460cd358c6dba4d99e106a7
Довольно сложно перейти на другие платформы, пока это происходит, это начало происходить сразу после того, как я заставил своего проигрывателя коснуться сторон моей платформы.
Я не уверен, где это происходит, но именно здесь я заставил своего игрока прыгать
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
py -= playerman.speed
playerman.fall = 0
Мой полный код
import pygame
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")
# 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.fall = 0
self.rect = pygame.Rect(x,y,height,width)
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 bullet(object):
def __init__(self,x,y,color):
self.x = x
self.y = y
self.color = color
self.speed = 10
self.color = color
self.rect.topleft = (self.x,self.y)
def draw(self):
self.rect.topleft = round(self.x), round(self.y)
pygame.draw.rect(window,self.color,self.rect)
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.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.rect)
# Colors for hitbox
white = (255,255,255)
green = (0,255,0)
# Drawing Player
playerman = Player(255,255,40,40,white)
#Drawing Platforms
platform1 = Platform(0,0,40,500,green)
platform2 = Platform(40,460,700,40,green)
# List
platforms = [platform1,platform2]
# 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()
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
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
if event.key == pygame.K_a:
x_change = 7
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
if keys[pygame.K_a] and px > playerman.speed:
px -= playerman.speed
if keys[pygame.K_d] and px < 700 - playerman.height - playerman.speed:
px = playerman.speed
if keys[pygame.K_w] and py > playerman.speed:
py -= playerman.speed
if keys[pygame.K_s] and py <500 - playerman.width - playerman.speed:
py = playerman.speed
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if not playerman.isJump and 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:
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()
pygame.display.update()
pygame.quit()
Ответ №1:
Цикл игнорирует движение X при прыжке.
Измените это:
if not playerman.isJump and player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
К этому:
# if not playerman.isJump and
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px