如果它落在某个街区上,我该如何杀死我的玩家

问题描述

所以我的问题是,当我降落在第3块或熔岩上时,我的播放器没有死,并且我尝试了是否tile =='3':display.blit及其内部的内容,但在我之后的行中将pygame.quit放到下一行sys.exit上

DeprecationWarning:必需为整数(got类型为float)。不建议使用 int 隐式转换为整数,并且在将来的Python版本中可能会将其删除。 obj_rect = pygame.Rect(background_object [1] [0]-滚动[0] * background_object [0],

那我的解决方案是什么,如果您需要我的地图,那就是。 一点点解释。 0是空气,1是泥土,2是草,3是熔岩。请全屏查看地图,否则将看起来一团糟。

Lava.jpeg

[

grass.png sorry its small but I don't care that the lava is huge

] 2

Dirt.png

idle_0.png

idle_1.png

idle_2.png

run_0.png

run_1.png

idle位于播放器动画文件夹中的空闲设置中,运行位于播放器动画文件夹中的运行设置中。很抱歉,如果很小,但我希望熔岩变大,并且由于弃用警告,该代码未运行且仅结束。

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map.txt000

import pygame,sys,os

clock = pygame.time.Clock()

from pygame.locals import *

pygame.init()  # initiates pygame

pygame.display.set_caption('Pygame Platformer')

WINDOW_SIZE = (600,400)

screen = pygame.display.set_mode(WINDOW_SIZE,32)  # initiate the window

display = pygame.Surface((300,200))  # used as the surface for rendering,which is scaled

moving_right = False
moving_left = False
vertical_momentum = 0
air_timer = 0

true_scroll = [0,0]


def load_map(path):
    f = open(path + '.txt','r')
    data = f.read()
    f.close()
    data = data.split('\n')
    game_map = []
    for row in data:
        game_map.append(list(row))
    return game_map


global animation_frames
animation_frames = {}


def load_animation(path,frame_durations):
    global animation_frames
    animation_name = path.split('/')[-1]
    animation_frame_data = []
    n = 0
    for frame in frame_durations:
        animation_frame_id = animation_name + '_' + str(n)
        img_loc = path + '/' + animation_frame_id + '.png'
        # player_animations/idle/idle_0.png
        animation_image = pygame.image.load(img_loc).convert()
        animation_image.set_colorkey((255,255,255))
        animation_frames[animation_frame_id] = animation_image.copy()
        for i in range(frame):
            animation_frame_data.append(animation_frame_id)
        n += 1
    return animation_frame_data


def change_action(action_var,frame,new_value):
    if action_var != new_value:
        action_var = new_value
        frame = 0
    return action_var,frame


animation_database = {}

animation_database['run'] = load_animation('player_animations/run',[7,7])
animation_database['idle'] = load_animation('player_animations/idle',7,40])

game_map = load_map('2')

grass_img = pygame.image.load('grass.png')
dirt_img = pygame.image.load('dirt.png')
lava_img = pygame.image.load('lava.jpeg')
player_action = 'idle'
player_frame = 0
player_flip = False

player_rect = pygame.Rect(100,100,5,13)

background_objects = [[0.25,[120,10,70,400]],[0.25,[280,30,40,[0.5,[30,[130,90,[300,80,120,400]]]


def collision_test(rect,tiles):
    hit_list = []
    for tile in tiles:
        if rect.colliderect(tile):
            hit_list.append(tile)
    return hit_list


def move(rect,movement,tiles):
    collision_types = {'top': False,'bottom': False,'right': False,'left': False}
    rect.x += movement[0]
    hit_list = collision_test(rect,tiles)
    for tile in hit_list:
        if movement[0] > 0:
            rect.right = tile.left
            collision_types['right'] = True
        elif movement[0] < 0:
            rect.left = tile.right
            collision_types['left'] = True
    rect.y += movement[1]
    hit_list = collision_test(rect,tiles)
    for tile in hit_list:
        if movement[1] > 0:
            rect.bottom = tile.top
            collision_types['bottom'] = True
        elif movement[1] < 0:
            rect.top = tile.bottom
            collision_types['top'] = True
    return rect,collision_types


while True:  # game loop
    display.fill((146,244,255))  # clear screen by filling it with blue

    true_scroll[0] += (player_rect.x - true_scroll[0] - 152) / 20
    true_scroll[1] += (player_rect.y - true_scroll[1] - 106) / 20
    scroll = true_scroll.copy()
    scroll[0] = int(scroll[0])
    scroll[1] = int(scroll[1])

    pygame.draw.rect(display,(7,75),pygame.Rect(0,300,80))
    for background_object in background_objects:
        obj_rect = pygame.Rect(background_object[1][0] - scroll[0] * background_object[0],background_object[1][1] - scroll[1] * background_object[0],background_object[1][2],background_object[1][3])
        if background_object[0] == 0.5:
            pygame.draw.rect(display,(14,222,150),obj_rect)
        else:
            pygame.draw.rect(display,(9,91,85),obj_rect)

    tile_rects = []
    y = 0
    for layer in game_map:
        x = 0
        for tile in layer:
            if tile == '1':
                display.blit(dirt_img,(x * 16 - scroll[0],y * 16 - scroll[1]))
            if tile == '2':
                display.blit(grass_img,y * 16 - scroll[1]))
            if tile == '3':
                display.blit(lava_img,y * 16 - scroll[1]))
            if tile != '0':
                tile_rects.append(pygame.Rect(x * 16,y * 16,16,16))
            x += 1
        y += 1

    player_movement = [0,0]
    if moving_right == True:
        player_movement[0] += 2
    if moving_left == True:
        player_movement[0] -= 2
    player_movement[1] += vertical_momentum
    vertical_momentum += 0.2
    if vertical_momentum > 3:
        vertical_momentum = 3

    if player_movement[0] == 0:
        player_action,player_frame = change_action(player_action,player_frame,'idle')
    if player_movement[0] > 0:
        player_flip = False
        player_action,'run')
    if player_movement[0] < 0:
        player_flip = True
        player_action,'run')

    player_rect,collisions = move(player_rect,player_movement,tile_rects)

    if collisions['bottom'] == True:
        air_timer = 0
        vertical_momentum = 0
    else:
        air_timer += 1

    player_frame += 1
    if player_frame >= len(animation_database[player_action]):
        player_frame = 0
    player_img_id = animation_database[player_action][player_frame]
    player_img = animation_frames[player_img_id]
    display.blit(pygame.transform.flip(player_img,player_flip,False),(player_rect.x - scroll[0],player_rect.y - scroll[1]))

    for event in pygame.event.get():  # event loop
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type == K_ESCAPE:
            pygame.quit()
            sys.exit()
        if event.type == KEYDOWN:
            if event.key == K_RIGHT:
                moving_right = True
            if event.key == K_LEFT:
                moving_left = True
            if event.key == K_UP:
                if air_timer < 6:
                    vertical_momentum = -5
        if event.type == KEYUP:
            if event.key == K_RIGHT:
                moving_right = False
            if event.key == K_LEFT:
                moving_left = False

    screen.blit(pygame.transform.scale(display,WINDOW_SIZE),(0,0))
    pygame.display.update()
    clock.tick(60)

解决方法

(评论要回答)

警告仅表示您正在将浮点数传递给Rect构造函数。 Pygame无法绘制半像素,因此它内部会四舍五入,浪费了CPU周期。

一个快速解决方案是将参数转换为整数。使用int截断浮点数的小数部分。

obj_rect = pygame.Rect(int(background_object[1][0] - scroll[0] * background_object[0]),int(background_object[1][1] - scroll[1] * background_object[0]),int(background_object[1][2]),int(background_object[1][3]))