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我之前发布过关于我正在从事的这个项目(你的回答有帮助!)但我仍然有点模糊为什么我的碰撞检测报告不完全正确。对于游戏所走的每一个图块,它都会返回 true,包括当我将我的玩家角色移动到可碰撞的图块上时。我只想知道我的碰撞检测算法是否有问题,或者其他地方是否有问题。

def checkPlayerEnvCollision(self,player):
    rowCount = 0
    for row in self.cLayer:
        colCount = 0
        for col in row:
            print("col: " + str(col))
            #print(str(self.Level.tileLayer[row][col]) + ": " + str(c[row][col]))
            if col:
                grid_position = (colCount*32, rowCount*32)
                collide_x = False
                collide_y = False

                print(str(grid_position))
                # check x axis for collision
                if player.x + 32 > grid_position[0]:
                    collide_x = True
                elif player.x < grid_position[0] + 32:
                    collide_x = True

                print("Player x: " + str(player.x) + " Player y : " + str(player.y))


                # check y axis for collision
                if player.y < grid_position[1] + 32:
                    collide_y = True
                elif player.y + 32 > grid_position[1]:
                    collide_y = True

                print("collide_x: " + str(collide_x) + " " + "collide_y: "+ str(collide_y))

                # act on a collision on both axis
                if collide_x and collide_y:
                    print("COLLISION DETECTED")
                else:
                    print("NOCOLLISION___")
            colCount += 1
        rowCount += 1

谢谢您的帮助!

4

1 回答 1

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我认为这样的代码:

            if player.x + 32 > grid_position[0]:
                collide_x = True
            elif player.x < grid_position[0] + 32:
                collide_x = True

需要改成这样:

            if grid_position[0] + 32 > player.x > grid_position[0]:
                collide_x = True

(是的,它是 Python 的一个特性,你可以像这样链接比较运算符)

于 2013-04-12T00:59:39.967 回答