[英]Jumping in pygame + understanding pygame math (vector)
sprites.py:精灵.py:
import pygame as pg
from settings import *
vec = pg.math.Vector2
# for movement
class Player(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = pg.Surface((30, 40))
self.image.fill((255, 255, 153))
self.rect = self.image.get_rect()
self.rect.center = WIDTH / 2, HEIGHT / 2
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
def jump(self):
self.rect.x += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = -20
def update(self):
self.acc = vec(0, PLAYER_GRAV)
# pouze zryhlení
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = - PLAYER_ACC
if keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
# apply friction
self.acc.x += self.vel.x * PLAYER_FRICTION
# pohyb tělesa
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.midbottom = self.pos
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
class Platform(pg.sprite.Sprite): def init (self, x, y, w, h): pg.sprite.Sprite. class 平台(pg.sprite.Sprite):def init (self,x,y,w,h):pg.sprite.Sprite。 init (self) self.image = pg.Surface((w, h)) self.image.fill(GREEN) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y
init (self) self.image = pg.Surface((w, h)) self.image.fill(GREEN) self.rect = self.image.get_rect() self.rect.x = x self.rect.y =是的
main.py:主要.py:
import random
import pygame as pg
from settings import *
from sprites import *
class Game:
def __init__(self):
# initialize the game window
self.running = True
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption('My game')
self.clock = pg.time.Clock()
def new(self):
# to start a new game, reset the pieces
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
p1 = Platform(0, HEIGHT - 40, WIDTH, 40)
p2 = Platform(WIDTH / 2 - 50, HEIGHT * 3 / 4, 100, 20)
self.platforms.add(p2)
self.platforms.add(p1)
self.all_sprites.add(p1)
self.all_sprites.add(p2)
self.run()
def run(self):
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
self.all_sprites.update()
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.rect.midbottom = self.player.pos
self.player.vel.y = 0
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def draw(self):
self.screen.fill(BLACK)
self.all_sprites.draw(self.screen)
pg.display.flip()
def show_start_screen(self):
pass
def show_go_screen(self):
pass
game = Game()
game.show_start_screen()
while game.running:
game.new()
game.show_go_screen()
pg.quit()
settings.py:设置.py:
# game settings
WIDTH = 480
HEIGHT = 600
FPS = 60
# player settings
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
PLAYER_GRAV = 0.8
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = ((255, 255, 153))
I have a few questions:我有几个问题:
Question n.问题 n。 1:
1:
Why doesn't the jump method work?为什么跳转方法不起作用? And why is it using velocity -20 to jump?
为什么它使用速度-20来跳跃?
Question n.问题 n。 2: I'm not quite sure if I understand the vector coordinates, can someone please try to explain it to me?
2:我不太确定我是否理解矢量坐标,有人可以尝试向我解释一下吗? I think that this is exactly why I have problems understanding the code.
我认为这正是我在理解代码时遇到问题的原因。
In pygame, the screen coordinates start at the top left (0,0).在 pygame 中,屏幕坐标从左上角 (0,0) 开始。 Positive Y goes down.
正 Y 下降。 Jump is -20 because the player is going up (toward zero).
跳跃是-20,因为玩家正在上升(朝向零)。 It looks like the player bounces up when it hits an object.
看起来玩家在碰到 object 时会弹起来。
Concerning the jump issue, the game does not start for (Platform not defined) so I can't help there.关于跳跃问题,游戏没有开始(平台未定义)所以我无能为力。
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