[英]pygame — wall jumping
Ok so I have my code up and running, right now when the player collides with the wall while the user is holding right or left the player will slowly slide down the wall, if the player releases the direction (left or right) the player continues to fall normally. 好的,这样我的代码就会启动并运行,现在,当玩家握住左右手时,玩家与墙壁碰撞时,如果玩家释放方向(向左或向右),玩家将缓慢地滑下墙壁。正常下降。
What I want to do it make it so that when the player hits the wall he "sticks" to it, meaning he still slides down and will slide down it until he hits the ground (the user doesnt have to hold a direction) or the user can jump off the wall. 我想要做的就是使它在玩家击打墙壁时“粘在”墙壁上,这意味着他仍然会向下滑动并向下滑动直到他撞到地面(用户不必保持方向)或用户可以跳下墙。 (Think super meat boy for those who have played it or seen gameplay or megaman).
(对于那些曾经玩过游戏或看过游戏玩法或超人的人,请考虑超级肉男孩)。 Can anyone suggest a good way to approach this?
谁能建议一种解决此问题的好方法?
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()
Giving the player class a boolean that is set when they touch or stop touching a wall is probably as complicated as you need to get. 给玩家类一个在他们接触或停止接触墙壁时设置的布尔值可能与您需要的一样复杂。 Just watch out for the typical issues in keeping that boolean in-sync with what is actually going on in the game world: you should check for changing this value in the same place every update cycle, most likely after character movement, and no where else.
只是要注意使布尔值与游戏世界中实际发生的变化保持同步的典型问题:您应该在每个更新周期(最有可能在角色移动之后,并且没有其他地方)检查是否在同一位置更改此值。 Additionally, if walls or terrain itself can move, you have to take that into consideration.
此外,如果墙壁或地形本身可以移动,则必须考虑到这一点。
This is just a rough idea, based on some code I have written. 根据我编写的一些代码,这只是一个粗略的想法。
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;
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