2

好的,所以我的代码已启动并运行,现在当玩家在用户按住右或左时与墙壁发生碰撞时,玩家将慢慢滑下墙壁,如果玩家释放方向(左或右),则玩家继续正常下降。

我想做的事情是,当玩家撞到墙上时,他会“粘”在墙上,这意味着他仍然会向下滑动并将向下滑动直到他撞到地面(用户不必保持方向)或用户可以跳墙。(对于那些玩过或看过游戏或超人的人来说,想想超级肉男孩)。任何人都可以提出一个解决这个问题的好方法吗?

import pygame, time
from pygame import *


WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("Use arrows to move!")
    timer = pygame.time.Clock()

    up = down = left = right = space = False
    bg = Surface((32,32))
    bg.convert()
    bg.fill(Color("#000000"))
    entities = pygame.sprite.Group()
    player = Player(32, 32)
    platforms = []

    space_num = 0

    x = y = 0
    level = [
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                              E           P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                           PPPPPP         P",
        "P                                          P",
        "P                                          P",
        "PPPPP                                      P",
        "P                                          P",
        "P         PPPPPPP                          P",
        "P                                          P",
        "P                     PPPPPP               P",
        "P                                          P",
        "P   PPPPPPPPPPP                            P",
        "P                                          P",
        "P                 PPPPPPPPPPP              P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]
    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                platforms.append(e)
                entities.add(e)
            x += 32
        y += 32
        x = 0

    total_level_width = len(level[0]) * 32
    total_level_height = len(level) * 32
    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT: raise SystemExit, "QUIT"
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                raise SystemExit, "ESCAPE"
            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_DOWN:
                down = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True
            if e.type == KEYDOWN and e.key == K_SPACE:
                if space_num < 6:
                    space = True
                    space_num += 1

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_DOWN:
                down = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False
            if e.type == KEYUP and e.key == K_SPACE:
                space = False

        # draw background
        for y in range(20):
            for x in range(25):
                screen.blit(bg, (x * 32, y * 32))

        camera.update(player)

        # update player, draw everything else
        player.update(up, down, left, right, platforms, space)
        for e in entities:
            screen.blit(e.image, camera.apply(e))
        pygame.display.update()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        return target.rect.move(self.state.topleft)

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

#def simple_camera(camera, target_rect):
#    l, t, _, _ = target_rect
#    _, _, w, h = camera
#    return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling left
    l = max(-(camera.width-WIN_WIDTH), l)   # stop scrolling right
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.onWall = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(400, 400, 32, 32)

    def update(self, up, down, left, right, platforms, space):
        if up:
            if self.onGround: self.yvel -= 10 # only jump if on the ground
        if down:
            pass
        if left:
            self.xvel = -8
        if right:
            self.xvel = 8
        if not self.onGround:
            self.yvel += 0.3 # only accelerate with gravity if in the air
            if self.yvel > 40: self.yvel = 40 # max falling speed
        if not(left or right):
            self.xvel = 0


        self.rect.left += self.xvel # increment in x direction
        self.collide(self.xvel, 0, platforms) # do x-axis
        self.rect.top += self.yvel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.onWall = False
        self.collide(0, self.yvel, platforms) # do y-axis collisions


    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    pygame.event.post(pygame.event.Event(QUIT))

                if xvel > 0:
                    self.rect.right = p.rect.left
                    self.onWall = True

                if xvel < 0:
                    self.rect.left = p.rect.right
                    self.onWall = True

                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                    self.onWall = False
                    self.yvel = 0
                if yvel < 0: self.rect.top = p.rect.bottom

                if self.onWall:
                    self.yvel = 3


class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = Surface((32, 32))
        self.image.convert()
        self.image.fill(Color("#F0FFFF"))
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image.fill(Color("#00ff00"))

if __name__ == "__main__":
    main()
4

2 回答 2

1

为玩家类提供一个在他们触摸或停止触摸墙壁时设置的布尔值可能与您需要的一样复杂。只需注意保持布尔值与游戏世界中实际发生的情况同步的典型问题:您应该在每个更新周期的同一位置检查此值的更改,最有可能在角色移动之后,而不是其他地方. 此外,如果墙壁或地形本身可以移动,则必须考虑到这一点。

于 2013-01-17T01:24:40.743 回答
0

这只是一个粗略的想法,基于我编写的一些代码。

onCollision(wall, player):
  player.stuck = true
  player.wall_jump = true

onCollision(floor, player):
  player.stuck = false
  player.wall_jump = false # If you slide to the bottom of the floor, you can't walljump

onInput():

  player = getPlayer()
  if jump_key.state and player.wall_jump: # assuming you set jump_key.state to true, when jump key is pressed
    # set player direction to opposite
    # set player's horizontal and vertical velocity
    player.stuck = false;
于 2013-01-17T00:37:37.317 回答