我该如何使播放器不从平台侧入迷

问题描述

我已经开始玩这个游戏了,我一直在尝试制作它,所以当玩家触摸我的方块的侧面时,它不会从里面消失并真正停止,我希望它像一个完全正常的方块一样工作,让您停止当您触摸侧面时。

https://gyazo.com/272b729154b0790fd3e004c761cdb658

如您所见,每次我碰到砌块的侧面时,它都会穿透它,但是我不希望它融化,我想要它实际碰到侧面,我知道如何使其碰到砖块。平台的顶部,但我不知道如何使其接触平台的侧面和底部。我已经尝试了下面显示代码,但是没有用。

我尝试过的代码

   if event.type == pygame.K_s:
        if keys == pygame.K_a:
             x_change = -7
    if keys == pygame.K_d:
         x_change = 7

    if event.type == pygame.KEYUP:
        if keys == pygame.K_a or keys == pygame.K_d:
             x_change = 0

    x += x_change
    if x > 500 - playerman.width or x < 0:
            x = old_x

我的完整代码

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,width)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        pygame.draw.rect(window,self.color,self.rect)

class Platform:
    def __init__(self,color):
        self.x = x
        self.y =y
        self. width = width
        self.color = color
        self.height = height
        self.color = color
        self.rect = pygame.Rect(x,height)
    def draw(self):
        self.rect.topleft = (self.x,self.rect)


# Colors for hitBox

white = (255,255,255)

# Drawing Player
playerman = Player(255,40,white)

#Drawing Platforms
platform1 = Platform(200,470,100,30,white)
platform2 = Platform(400,410,white)



# List
platforms = [platform1,platform2]




# Windows color
def redrawwindow():
    window.fill((0,0))

# Drawing the player and other stuff to the screen
    playerman.draw()

    for Platform in platforms:
        Platform.draw()


x = 255
y = 255

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

    # lets player move
    keys = pygame.key.get_pressed()

    if keys[pygame.K_a]and playerman.x > playerman.speed:
            playerman.x -= playerman.speed

    if keys[pygame.K_d]and playerman.x < 700 - playerman.height - playerman.speed:
        playerman.x += playerman.speed

    if keys[pygame.K_w]and playerman.y > playerman.speed:
        playerman.y -= playerman.speed

    if keys[pygame.K_s]and playerman.y <500 - playerman.width - playerman.speed:
        playerman.y += playerman.speed


    if event.type == pygame.K_s:
        if keys == pygame.K_a:
             x_change = -7
    if keys == pygame.K_d:
         x_change = 7

    if event.type == pygame.KEYUP:
        if keys == pygame.K_a or keys == pygame.K_d:
             x_change = 0

    x += x_change
    if x > 500 - playerman.width or x < 0:
            x = old_x





    # 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.rect.colliderect(Platform.rect):
                collide = True
                playerman.isJump = False
                playerman.y = Platform.rect.top - playerman.height + 1
                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
            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()
        


        
        

解决方法

当我制作平台游戏时,我会检查每一帧,看玩家是否正在与障碍物碰撞。 伪代码:

if player.movement_vel.x>0 and player.collide_obst():
    player.right=player.collide_obst().rect.left

这有点抽象。 我只是假设player.collide_obst()函数返回与他碰撞的一个障碍。 当然,您必须: -使它也可以与玩家左右移动来配合使用,我建议您这样做,因此collide_obst()函数返回一个您在其中循环的列表。 学习这样的东西的好来源是: https://www.youtube.com/watch?v=Qdeb1iinNtk他在视频中以相同的方式报道了碰撞。 希望我能帮到您,拉斯