如何在 pygame 平台游戏中重写碰撞逻辑?

我似乎不知道如何为我的平台游戏编写碰撞逻辑。

项目文件:https ://github.com/1NilusNilus/Pygame-Platformer

玩家移动代码:

def move(self):

        print(self.POS)


        if self.POS[1] > SCREEN_SIZE[1]:

            self.POS[1] = SCREEN_SIZE[1] - self.SIZE[1]


        self.RECT.x = self.POS[0]

        self.RECT.y = self.POS[1]


        self.VEL[0] = 0

        if self.DIR["left"]:

            self.VEL[0] = -5


        if self.DIR["right"]:

            self.VEL[0] = 5


        self.POS[0] += self.VEL[0]


        


        self.VEL[1] += self.GRAVITY


瓷砖碰撞测试代码:


def testCollision(self, rect):


        self.RECT.x = self.POS[0]

        self.RECT.y = self.POS[1]


        for tile in self.TILES:

            if rect.colliderect(tile):

                self.hitlist.append(self.RECT)

        return self.hitlist


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狐的传说

您没有描述您希望碰撞如何进行。所以我会一边做一边弥补。进行碰撞的最简单方法之一是在尝试移动期间进行测试。也就是说,在更改玩家的坐标之前确定提议的移动是否合法。这很有效,因为代码知道玩家的原始位置和行进方向。因此,一个优雅的解决方案将玩家部分地移动到所需的方向直到碰撞点。所以对于初学者来说,你似乎保留了一个玩家POS和一个玩家RECT。为什么要保留两个位置?让我们只使用RECT. 但请记住 Python 风格指南PEP8,我们将其称为rect.查看您现有的功能,将move()玩家左右移动,增加重力,并处理屏幕上的情况。恕我直言,玩家移动功能不应该知道重力,因此应该在其他地方处理。它可以简单地作为 y-change 的一部分传递。我将把屏幕测试留给读者作为练习。关于碰撞 - 我对你的地图一无所知,但一次移动可能会与超过 1 个物体发生碰撞。想象一下dx像素的单跳,用例:我们知道这个提议的单跳向右会与 3 个物体发生碰撞。在这个移动实现中,我们只能移动到接触最左侧地形元素“T2”的左侧。你能看出知道拟议的运动是“正确的”对这有什么帮助吗?它允许我们说:“向右移动dx像素,我们会碰到 3 个东西。所以停在最左边的那个”。如果你的玩家已经移动,然后你的碰撞报告显示:“呃-哦,3 次碰撞,老大”,你该如何修复它?你不能。所以我们采取理论上的移动方式,如果没有碰撞,那么玩家就可以移动所有的物体。但如果发生碰撞,我们会查看行进方向,并找到距离我们最近的碰撞点。这成为该方向的移动限制。但我们可以像独立运动一样简单地处理dx和dy 。参考代码:import pygameimport randomWINDOW_WIDTH  = 500WINDOW_HEIGHT = 500WHITE = ( 200, 200, 200 )GREEN = (  30, 240,  80 )BLUE  = (   3,   5,  54 )class DummyMap:    """ A random map of blockable terrain objects.        Being random, it sometimes unhelpfully puts blocks over the         initial player position.  """    def __init__( self, point_count, x_size=32, y_size=32 ):        self.blockers = []        for i in range( point_count ):            random_x = random.randint( 0, WINDOW_WIDTH )            random_y = random.randint( 0, WINDOW_HEIGHT )            self.blockers.append( pygame.Rect( random_x, random_y, x_size, y_size ) )    def draw( self, surface ):        for tile in self.blockers:            pygame.draw.rect( surface, GREEN, tile )                def testCollision( self, rect ):        """ This function is very much NOT efficeient for large lists.            Consider using a quad-tree, etc. for faster collisions """        colliders = []        for tile in self.blockers:            if ( tile.colliderect( rect ) ):                colliders.append( tile )        return collidersclass Player:    """ Simple moveable player block, which collides with map elements """    def __init__( self, x, y ):        self.image  = pygame.Surface( ( 32, 32 ) )        self.rect   = self.image.get_rect()        self.rect.x = x        self.rect.y = y        self.image.fill( WHITE )    def draw( self, surface ):        surface.blit( self.image, self.rect )    def move( self, dx, dy, game_map ):        """ Move the player, handling collisions """        # calculate the target position of any x-move        if ( dx != 0 ):            move_rect = player.rect.copy()            move_rect.move_ip( dx, 0 )            print( "DEBUG: proposed x-move to (%d, %d)" % ( move_rect.x, move_rect.y ) )            # Does this new position collide with the map elements?            collide_rects = game_map.testCollision( move_rect )            if ( len( collide_rects ) > 0 ):                # yes collided, determine which object is the nearest                if ( dx > 0 ):                    # Going right, get the left-most x out of everything we hit                    lowest_left_side = min( [ r.left for r in collide_rects ] )                    # We can only move right as far as this lowest left-side, minus our width                    final_dx = lowest_left_side - self.rect.right                else:                    # Going left, get the right-most x out of everything we hit                    highest_right_side = max( [ r.right for r in collide_rects ] )                    # We can only move left as far as the highest right-side                    final_dx = highest_right_side - self.rect.left # (this is a negative value)            else:                final_dx = dx  # no collsiions, no worries            # Do the x-movement            self.rect.x += final_dx            print( "DEBUG: final x-move to (%d, %d)" % ( self.rect.x, self.rect.y ) )        if ( dy != 0 ):            move_rect = player.rect.copy()            move_rect.move_ip( 0, dy )            print( "DEBUG: proposed y-move to (%d, %d)" % ( move_rect.x, move_rect.y ) )            # Does this new position collide with the map elements?            collide_rects = game_map.testCollision( move_rect )            if ( len( collide_rects ) > 0 ):                # yes collided, determine which object is the nearest                if ( dy < 0 ):                    # Going up, get the bottom-most y out of everything we hit                    lowest_bottom_side = min( [ r.bottom for r in collide_rects ] )                    # We can only move up as far as this lowest bottom                    final_dy = lowest_bottom_side - self.rect.top                else:                    # Going down, get the top-most y out of everything we hit                    highest_top_side = max( [ r.top for r in collide_rects ] )                    # We can only move down as far as the highest top-side, minus our height                    final_dy = highest_top_side - self.rect.bottom # (this is a negative value)            else:                final_dy = dy  # no collsiions, no worries            # Do the y-movement            self.rect.y += final_dy            print( "DEBUG: final x-move to (%d, %d)" % ( self.rect.x, self.rect.y ) )                ### initialisationpygame.init()window = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ) )pygame.display.set_caption("Collision Demo")# Game elementsplayer   = Player( WINDOW_WIDTH//2, WINDOW_HEIGHT//2 )game_map = DummyMap( 37 )### Main Loopclock = pygame.time.Clock()done = Falsewhile not done:    # Handle user-input    for event in pygame.event.get():        if ( event.type == pygame.QUIT ):            done = True    # Movement keys    keys = pygame.key.get_pressed()    dx = 0    dy = 0 # 2 # gravity sucks    if ( keys[pygame.K_UP] ):        dy -= 5    if ( keys[pygame.K_DOWN] ):        dy += 5    if ( keys[pygame.K_LEFT] ):        dx -= 5    if ( keys[pygame.K_RIGHT] ):        dx += 5    # Try to move the player according to the human's wishes    player.move( dx, dy, game_map )    # Update the window, but not more than 60fps    window.fill( BLUE )    game_map.draw( window )    player.draw( window )    pygame.display.flip()    # Clamp FPS    clock.tick_busy_loop(60)pygame.quit()
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