我一直在学习 Pygame(Python 版本 3.3.1)上的这个在线教程,并且已经到了我的精灵可以跳跃的地步,但在任一方向上只能走几个像素。我真的很想继续使用这段代码,因为我喜欢它的结构(在 Main 方法中没有很多代码)。谁能发现可能导致我的精灵卡住的原因?
import pygame
# Define some colors
black = ( 0, 0, 0)
white = ( 255, 255, 255)
green = ( 0, 255, 0)
red = ( 255, 0, 0)
class Player(pygame.sprite.Sprite):
def __init__(self, *groups):
super(Player, self).__init__(groups)
self.image = pygame.image.load('Images\player1.png')
self.rect = pygame.rect.Rect((50, 650), self.image.get_size())
self.resting = False
self.dy = 0 #dy represents change in y velocity
def update(self, dt, game):
last = self.rect.copy()
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
self.rect.x -= 300 * dt
if key[pygame.K_RIGHT]:
self.rect.x += 300 * dt
#if key[pygame.K_UP]:
# self.rect.y -= 300 * dt
#if key[pygame.K_DOWN]:
# self.rect.y += 300 * dt
if self.resting and key[pygame.K_SPACE]:
self.dy = -500 #If space bar is pressed, increase velocity.
self.dy = min(400, self.dy + 40) #Speed capped at 400. Gravity set at 40.
self.rect.y += self.dy * dt
new = self.rect
self.resting = False
for cell in pygame.sprite.spritecollide(self, game.walls, False):
#self.rect = last
cell = cell.rect
if last.right <= cell.left and new.right > cell.left:
new.right = cell.left
if last.left >= cell.right and new.left < cell.right:
new.left = cell.right
if last.bottom <= cell.top and new.bottom > cell.top:
#if you hit something while jumping, stop.
self.resting = True
new.bottom = cell.top
self.dy = 0
if last.top >= cell.bottom and new.top < cell.bottom:
new.top = cell.bottom
self.dy = 0 #If you hit the floor while jumping, stop
class Game(object):
def main(self, screen):
clock = pygame.time.Clock()
dt = clock.tick(30)
#image = pygame.image.load('Images\player1.gif')
background = pygame.image.load('Images\_rec_bg.png')
sprites = pygame.sprite.Group()
self.player = Player(sprites)
self.walls = pygame.sprite.Group()
block = pygame.image.load('Images\dia_tile.png')
for x in range(0, 800, 20):
for y in range(0, 800, 20):
if x in (0, 800-20) or y in (0, 800-20):
wall = pygame.sprite.Sprite(self.walls)
wall.image = block
wall.rect = pygame.rect.Rect((x, y), block.get_size())
sprites.add(self.walls)
running = True
while running:
clock.tick(30) #run no more than 30 time per second
dt - clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT or \
(event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
running = False
#sprites.update()
#sprites.update(dt / 1000.)
#screen.fill(black)
sprites.update(dt / 1000., self)
#screen.blit(image, (320, 240)) #Transfer to video RAM
screen.blit(background, (0,0))
sprites.draw(screen)
pygame.display.flip() #Dispaly to Screen
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((800, 800))
Game().main(screen)