问题描述
我正在尝试在 pygame 中制作一个简单的 paltformer。我正在研究包括存储在 pygame 组中的平台的碰撞。但是,当我测试碰撞时,角色精灵只会在它位于平台内部而不是顶部时感觉到它发生了碰撞。精灵进入平台的程度也各不相同。我不确定出了什么问题。我在主游戏类中创建了一个碰撞检测方法来检测碰撞的位置。这是带有碰撞方法 _check_plat_player_collision
import sys
import pygame
from settings import Settings
from char import Char
from platform import Platform
from pygame.locals import *
class Main:
"""overall class to manage game assets and behavior"""
def __init__(self):
"""initialise game and create new game resources"""
pygame.init()
self.settings = Settings()
self.clock = pygame.time.Clock()
self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
pygame.display.set_caption("Platformer")
self.char = Char(self)
self.platforms = pygame.sprite.Group()
ground = Platform(0,760,1200,40,'images/ground.png')
self.platforms.add(ground)
platform1 = Platform(500,600,200,50,'images/grass_plat.png')
self.platforms.add(platform1)
def run_game(self):
"""start main game loop"""
while True:
#Watch for keyboard and mouse events
self._check_events()
self.char.update()
self._check_plat_player_collision()
self._update_screen()
self.clock.tick(30)
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
def _check_keydown_events(self,event):
if event.key == pygame.K_d:
self.char.moving_right = True
elif event.key == pygame.K_a:
self.char.moving_left = True
elif event.key == pygame.K_q: #when q is pressed the game exits
sys.exit()
if not (self.char.is_jump):
if event.key == pygame.K_SPACE and self.settings.touching:
self.char.is_jump = True
def _check_keyup_events(self,event):
if event.key == pygame.K_d:
self.char.moving_right = False
self.settings.current_direction=1
elif event.key == pygame.K_a:
self.char.moving_left = False
self.settings.current_direction=2
def _draw_levels(self):
if self.settings.level == 1:
#draw platforms
self.platforms.draw(self.screen)
def _check_plat_player_collision(self):
if pygame.sprite.spritecollideany(self.char,self.platforms):
self.settings.touching = True
if not pygame.sprite.spritecollideany(self.char,self.platforms):
self.settings.touching = False#
for plat in self.platforms:
if self.char.rect.colliderect(plat):
print(abs(plat.rect.top-self.char.rect.bottom))
if abs(plat.rect.top-self.char.rect.bottom) < self.settings.collision_tolerance:
self.settings.gravity = 0
self.settings.veLocity = 0
if abs(plat.rect.bottom-self.char.rect.top) < self.settings.collision_tolerance:
self.settings.gravity = 1
self.settings.veLocity = 0
self.is_jump=False
if abs(plat.rect.left-self.char.rect.right) < self.settings.collision_tolerance:
self.char.moving_right = False
if abs(plat.rect.right-self.char.rect.left) < self.settings.collision_tolerance:
self.char.moving_left = False
def _update_screen(self):
#reraw the screen for each pass through the loop
self.screen.fill(self.settings.bg_color)
self.char.blitme()
self._draw_levels()
#make most recently drawn screen visible
pygame.display.flip()
if __name__ == '__main__':
#make a game instance and run the game
pf = Main()
pf.run_game()
此方法检查平台组中平台的循环,并检查是否有任何边缘接触,如果是,则对角色精灵施加约束。
作为参考,字符类中更新方法的相关部分是这样的。
if self.settings.touching:
self.currenty=self.y
if not self.settings.touching:
self.settings.gravity=1
if self.is_jump:
self.settings.veLocity = -20
if self.y-self.currenty<0:
self.is_jump=False
self.settings.veLocity+=self.settings.gravity
self.y+=self.settings.veLocity
#update rect object from self.x
self.rect.x = self.x
self.rect.y = self.y
我还尝试将碰撞检测放在字符类中,以查看是否可以更准确地更新位置,但出现错误。我遇到的错误是在尝试使用 self.platforms = pf_game.platforms
将平台组导入字符类时,但这带来了错误 AttributeError: 'Main' object has no attribute 'platforms'
我希望这就够了,我不想把所有的代码都贴在这里。如果您需要进一步查看,这里是我 GitHub 上代码的链接。谢谢!
https://github.com/ValorToMe/Practice_Platformer
解决方法
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