问题描述
我正在尝试在游戏中实现Collision,但是现在我的方式是,玩家被卡在了HitBox中,我不知道该怎么做。我当前尝试与之碰撞的对象是wall1。为了清楚起见,我只添加了Wall对象和main函数
class wall(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
#self.rect = pygame.Rect(x,height)
global ColliderRect
ColliderRect = pygame.Rect(x,height)
def playerCollide(self):
if (man.x + man.vel > self.x - 45 and man.y + man.vel > self.y -50 and man.y + man.vel < self.y+self.height and man.x + man.vel < self.x + self.width):
return True
else:
return False
#mainloop
collider1 = wall(500,400,200,200)
man = player(200,410,64,64)
run = True
while run:
clock.tick(60)
wall1 = collider1.playerCollide()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and man.x > man.vel and wall1== False:
man.x -= man.vel
man.left = True
man.right = False
print(wall1)
elif keys[pygame.K_d] and man.x < scrWidth - man.width - man.vel and wall1 == False:
man.x += man.vel
man.right = True
man.left = False
print(wall1)
elif keys[pygame.K_w] and man.y > man.vel and wall1 == False:
man.y -= man.vel
man.left = False
man.right = False
print(wall1)
elif keys[pygame.K_s] and man.y < scrHeight - man.height - man.vel and wall1 == False:
man.y += man.vel
man.left = False
man.right = False
print(wall1)
else:
man.right = False
man.left = False
man.walkCount = 0
if (wall1 == True):
wall1 = False
man.hitBox(15,31,17)
#man.drawhitBox()
redrawGameWindow()
pygame.quit()
解决方法
使用pygame.Rect
个对象和colliderect()
进行碰撞测试。
将pygame.Rect
对象传递给方法playerCollide
并测试其是否与墙壁碰撞:
class wall(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.rect = pygame.Rect(x,height)
self.rect = pygame.Rect(x,height)
def playerCollide(self,test_rect):
return self.rect.colliderect(test_rect)
计算玩家的新位置(x
,y
)。创建一个pygame.Rect
,播放器的大小在新位置(player_rect
)。如果player_rect
不与墙碰撞,请更改播放器的实际位置:
collider1 = wall(500,400,200,200)
man = player(200,410,64,64)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
x,y = man.x,man.y
if keys[pygame.K_a] and man.x > man.vel:
x -= man.vel
man.left = True
man.right = False
elif keys[pygame.K_d] and man.x < scrWidth - man.width - man.vel:
x += man.vel
man.right = True
man.left = False
elif keys[pygame.K_w] and man.y > man.vel:
y -= man.vel
man.left = False
man.right = False
elif keys[pygame.K_s] and man.y < scrHeight - man.height - man.vel:
y+= man.vel
man.left = False
man.right = False
else:
man.right = False
man.left = False
man.walkCount = 0
player_rect = pygame.Rect(x,64)
if not collider1.playerCollide(player_rect):
man.x,man.y = x,y