问题描述
编辑: 我现在更新了缩进和其他一些数字(让玩家从地板开始而不是跳得太高)。现在它跳到了一个很高的高度,但是并没有掉下来回到地板上。有关如何解决此新问题的任何想法?
还有很多其他问题,如果我将player_movement = 2放在其他位置(重置变量),它会缓慢下降,但随后我需要设置一个障碍,使其不会脱离屏幕底部。但是,我已经拥有的代码应该可以为我做...对吗?
更新的代码:
if not(isJump):
if keys[pygame.K_UP]:
isJump = True
else:
if jumpCount >= -10:
neg = 1
if jumpCount < 0:
neg = -1
player_movement -= (jumpCount ** 2) * 0.5 * neg
jumpCount -= 10
# This will execute when jump is finished
else:
# Resetting Variables
jumpCount = 10
isJump = False
我最初开始遵循本教程:https://www.youtube.com/watch?v=UZg49z76cLw (通过制作Flappy Bird学习pygame)。但是我决定我只是希望“玩家”在地板上并且能够跳跃(而不是像飞扬的小鸟一样重力/跳跃)。
因此,我将该教程与https://techwithtim.net/tutorials/game-development-with-python/pygame-tutorial/jumping/结合在一起。在添加跳跃之前,“玩家”必须停在地板上。随着跳转,“玩家”在屏幕顶部闪烁。如何解决此问题,使其正常工作?我尝试查找它,我所能找到的就是如何像在屏幕上绘制一个框一样跳跃,而不是使用screen.blit()。
请参阅下面的代码:
import pygame
def draw_floor():
"""Sets one floor after the first"""
screen.blit(floor_surface,(floor_x_pos,900))
screen.blit(floor_surface,(floor_x_pos + 576,900))
# Needed to start pygame
pygame.init()
# Creating the screen ((width,height))
screen = pygame.display.set_mode((576,1024))
# Creating FPS
clock = pygame.time.Clock()
# Game variables
isJump = False
jumpCount = 10
player_movement = 0
# Importing background image into game
bg_surface = pygame.image.load('assets/bg_day.png').convert()
# Making background image larger
bg_surface = pygame.transform.scale2x(bg_surface)
# Importing floor image into the game
floor_surface = pygame.image.load('assets/base.png').convert()
# Making floor image larger
floor_surface = pygame.transform.scale2x(floor_surface)
# Floor variable to move floor
floor_x_pos = 0
# Importing player image into the game
player_surface = pygame.image.load('assets/player.png').convert()
# Making player image larger
player_surface = pygame.transform.scale2x(player_surface)
# Make a collision Box around player -- center of rectangle x,y
player_rect = player_surface.get_rect(center=(100,899))
run = True
while run:
# Checks for all events running
for event in pygame.event.get():
# if event type is quitting:
if event.type == pygame.QUIT:
# set run to False to close loop
run = False
keys = pygame.key.get_pressed()
if not(isJump):
if keys[pygame.K_UP]:
isJump = True
else:
if jumpCount >= -10:
player_movement -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
# This will execute when jump is finished
else:
# Resetting Variables
jumpCount = 10
isJump = False
# Setting the background (screen_bg,(x,y)) : (0,0) = top left
screen.blit(bg_surface,(0,0))
player_rect.centery = player_movement
# Putting player on screen
screen.blit(player_surface,player_rect)
# Moving the floor
floor_x_pos += -1
# Setting the floor surface to go infinitely
draw_floor()
if floor_x_pos <= -576:
floor_x_pos = 0
# Draws anything from above in while loop and draws on the screen
pygame.display.update()
# Setting FPS - won't run faster than [120] frames per second
clock.tick(120)
# Quits game
pygame.quit()
解决方法
这是Indentation的问题。 else
案例属于if not(isJump):
:
while run:
# [...]
if not(isJump):
if keys[pygame.K_UP]:
isJump = True
#<--| INDENTATION
else:
if jumpCount >= -10:
player_movement -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
# This will execute when jump is finished
else:
# Resetting Variables
jumpCount = 10
isJump = False