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如何在基於圖塊的游戲中平穩地移動玩家?

[英]How do I move the player smoothly in a tile based game?

在我正在創建的基於圖塊的角色扮演游戲中,我正在嘗試實現一個 function,它可以在圖塊之間平滑地移動玩家。 我已經在播放器更新和getkeys函數中應用了它。 當玩家向四個方向中的任何一個方向移動時,程序應計算玩家應落在的下一個方塊,並且在他們落在該方塊上之前,玩家應在兩個方塊之間平穩移動。

但是,我創建的 function 沒有正確定位播放器。 function 低於下一個瓷磚的位置,導致玩家離開網格,從而導致碰撞錯誤。

import pygame as pg
import sys
vec = pg.math.Vector2

WHITE =     ( 255, 255, 255)
BLACK =     (   0,   0,   0)
RED =       ( 255,   0,   0)
YELLOW =    ( 255, 255,   0)
BLUE =      (   0,   0, 255)

WIDTH = 512 # 32 by 24 tiles
HEIGHT = 384
FPS = 60
TILESIZE = 32
PLAYER_SPEED = 3 * TILESIZE

MAP = ["1111111111111111",
       "1..............1",
       "1...........P..1",
       "1..1111........1",
       "1..1..1........1",
       "1..1111........1",
       "1..............1",
       "1........11111.1",
       "1........1...1.1",
       "1........11111.1",
       "1..............1",
       "1111111111111111"]


def collide_hit_rect(one, two):
    return one.hit_rect.colliderect(two.rect)

def player_collisions(sprite, group):
    hits_walls = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect)
    if hits_walls:
        sprite.pos -= sprite.vel * TILESIZE




class Player(pg.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.all_sprites
        pg.sprite.Sprite.__init__(self, self.groups)
        self.game = game
        self.walk_buffer = 200
        self.vel = vec(0, 0)
        self.pos = vec(x, y) *TILESIZE
        self.dirvec = vec(0, 0)
        self.last_pos = self.pos
        self.next_pos = vec(0, 0)
        
        self.current_frame = 0
        self.last_update = pg.time.get_ticks()
        self.walking = True
        self.between_tiles = False
        
        self.walking_sprites = [pg.Surface((TILESIZE, TILESIZE))]
        self.walking_sprites[0].fill(YELLOW)
        
        self.image = self.walking_sprites[0]
        self.rect = self.image.get_rect()
        self.hit_rect = self.rect
        self.hit_rect.bottom = self.rect.bottom


    def update(self):
        self.get_keys()
        self.rect = self.image.get_rect()
        self.rect.topleft = self.pos
        
        if self.pos == self.next_pos:
            self.between_tiles = False
            
        if self.between_tiles:
            self.pos += self.vel * self.game.dt
        
        self.hit_rect.topleft = self.pos
        player_collisions(self, self.game.walls)  # may change postion
        self.hit_rect.topleft = self.pos  # reset rectangle

        self.rect.midbottom = self.hit_rect.midbottom


    def get_keys(self):        
        self.dirvec = vec(0,0)
        now = pg.time.get_ticks()
        keys = pg.key.get_pressed()
        
        if now - self.last_update > self.walk_buffer:
            self.vel = vec(0,0)
            self.last_update = now
            if keys[pg.K_LEFT] or keys[pg.K_a]:
                self.dirvec.x = -1
                self.vel.x = -PLAYER_SPEED
            elif keys[pg.K_RIGHT] or keys[pg.K_d]:
                self.dirvec.x = 1
                self.vel.x = PLAYER_SPEED
            elif keys[pg.K_UP] or keys[pg.K_w]:
                self.dirvec.y = -1
                self.vel.y = -PLAYER_SPEED
            elif keys[pg.K_DOWN] or keys[pg.K_s]:
                self.dirvec.y = 1
                self.vel.y = PLAYER_SPEED
                

            if self.dirvec != vec(0,0):
                self.between_tiles = True
                self.walking = True

##                self.offset = self.vel * self.game.dt
                self.last_pos = self.pos
                self.next_pos = self.pos + self.dirvec * TILESIZE
                
            else:
                self.between_tiles = False
                self.walking = False





class Obstacle(pg.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.walls
        pg.sprite.Sprite.__init__(self, self.groups)
        self.x = x * TILESIZE
        self.y = y * TILESIZE
        self.w = TILESIZE
        self.h = TILESIZE
        self.game = game
        self.image = pg.Surface((self.w,self.h))
        self.image.fill(BLACK)
        self.rect = self.image.get_rect()
        self.hit_rect = self.rect
        self.rect.x = self.x
        self.rect.y = self.y


class Game:
    def __init__(self):
        pg.init()
        self.screen = pg.display.set_mode((WIDTH, HEIGHT))
        pg.display.set_caption("Hello Stack Overflow")
        self.clock = pg.time.Clock()
        pg.key.set_repeat(500, 100)

    def new(self):
        self.all_sprites = pg.sprite.Group()
        self.walls = pg.sprite.Group()
        for row, tiles in enumerate(MAP):
            for col, tile in enumerate(tiles):
                if tile == "1":
                    Obstacle(self, col, row)
                elif tile == "P":
                    print("banana!")
                    self.player = Player(self, col, row)

    def quit(self):
        pg.quit()
        sys.exit()

    def run(self):
        # game loop - set self.playing = False to end the game
        self.playing = True
        while self.playing:
            self.dt = self.clock.tick(FPS) / 1000
            self.events()
            self.update()
            self.draw()


    def events(self):
        # catch all events here
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.quit()


    def update(self):
        self.player.update()


    def draw(self):
        self.screen.fill(WHITE)
        for wall in self.walls:
            self.screen.blit(wall.image, wall.rect)
        for sprite in self.all_sprites:
            self.screen.blit(sprite.image, sprite.rect)
    

        pg.display.flip()



# create the game object
g = Game()
while True:
    g.new()
    g.run()
    
pg.quit()




TL;DR update 和 getkeys 函數錯誤地計算了玩家也應該移動的下一個圖塊的 position,導致它們從圖塊網格上掉下來並產生碰撞錯誤

有一些問題。

確保僅在按下某個鍵時才更改運動狀態屬性。 按下某個鍵時設置變量new_dir_vec 根據新的運動方向更改運動方向和狀態變量。

new_dir_vec = vec(0, 0)
if keys[pg.K_LEFT] or keys[pg.K_a]:
    new_dir_vec = vec(-1, 0)
# [...]

if new_dir_vec != vec(0,0):
    self.dirvec = new_dir_vec
    # [...]

目標 position ( next_pos ) 必須與網格對齊。 計算當前單元格和目標position的索引:

current_index = self.rect.centerx // TILESIZE, self.rect.centery // TILESIZE
self.last_pos = vec(current_index) * TILESIZE
self.next_pos = self.last_pos + self.dirvec * TILESIZE

完成方法get_keys

class Player(pg.sprite.Sprite):
    # [...]

    def get_keys(self):        
        now = pg.time.get_ticks()
        keys = pg.key.get_pressed()
        
        if now - self.last_update > self.walk_buffer:
            self.last_update = now
            
            new_dir_vec = vec(0, 0)
            if self.dirvec.y == 0:
                if keys[pg.K_LEFT] or keys[pg.K_a]:
                    new_dir_vec = vec(-1, 0)
                elif keys[pg.K_RIGHT] or keys[pg.K_d]:
                    new_dir_vec = vec(1, 0)
            if self.dirvec.x == 0:
                if keys[pg.K_UP] or keys[pg.K_w]:
                    new_dir_vec = vec(0, -1)
                elif keys[pg.K_DOWN] or keys[pg.K_s]:
                    new_dir_vec = vec(0, 1)
                
            if new_dir_vec != vec(0,0):
                self.dirvec = new_dir_vec
                self.vel = self.dirvec * PLAYER_SPEED
                self.between_tiles = True
                self.walking = True
                current_index = self.rect.centerx // TILESIZE, self.rect.centery // TILESIZE
                self.last_pos = vec(current_index) * TILESIZE
                self.next_pos = self.last_pos + self.dirvec * TILESIZE

確保玩家不會越過目標。 計算到目標的距離 ( delta = self.next_pos - self.pos )。 如果下一步大於目標的距離,則使用目標position來確定position( self.pos = self.next_pos ):

delta = self.next_pos - self.pos
if delta.length() > (self.vel * self.game.dt).length():
    self.pos += self.vel * self.game.dt
else:
    self.pos = self.next_pos
    self.vel = vec(0, 0)
    # [...]

完整的方法update

class Player(pg.sprite.Sprite):
    # [...]

    def update(self):
        self.get_keys()
        self.rect = self.image.get_rect()
        self.rect.topleft = self.pos
        
        if self.pos != self.next_pos:
            
            delta = self.next_pos - self.pos
            if delta.length() > (self.vel * self.game.dt).length():
                self.pos += self.vel * self.game.dt
            else:
                self.pos = self.next_pos
                self.vel = vec(0, 0)
                self.dirvec = vec(0, 0)
                self.walking = False
                self.between_tiles = False
                    
        self.hit_rect.topleft = self.pos
        player_collisions(self, self.game.walls)  # may change postion
        self.hit_rect.topleft = self.pos  # reset rectangle

        self.rect.midbottom = self.hit_rect.midbottom

另請參閱在網格中移動


最小的例子:

import pygame

TILESIZE = 32
WIDTH = TILESIZE * 16
HEIGHT = TILESIZE * 12
PLAYER_SPEED = 3 * TILESIZE

MAP = ["1111111111111111",
       "1..............1",
       "1...........P..1",
       "1..1111........1",
       "1..1..1........1",
       "1..1111........1",
       "1..............1",
       "1........11111.1",
       "1........1...1.1",
       "1........11111.1",
       "1..............1",
       "1111111111111111"]

class Player(pygame.sprite.Sprite):
    def __init__(self, x, y):
        super().__init__()
        self.walk_buffer = 50
        self.pos = pygame.math.Vector2(x, y) * TILESIZE
        self.dirvec = pygame.math.Vector2(0, 0)
        self.last_pos = self.pos
        self.next_pos = self.pos
        
        self.current_frame = 0
        self.last_update = pygame.time.get_ticks()
        self.between_tiles = False
        
        self.image = pygame.Surface((TILESIZE, TILESIZE))
        self.image.fill((255, 0, 0))
        self.rect = self.image.get_rect(topleft = (self.pos.x, self.pos.y))

    def update(self, dt, walls):
        self.get_keys()
        self.rect = self.image.get_rect(topleft = (self.pos.x, self.pos.y))
        
        if self.pos != self.next_pos:
            
            delta = self.next_pos - self.pos
            if delta.length() > (self.dirvec * PLAYER_SPEED * dt).length():
                self.pos += self.dirvec * PLAYER_SPEED * dt
            else:
                self.pos = self.next_pos
                self.dirvec = pygame.math.Vector2(0, 0)
                self.between_tiles = False
                    
        self.rect.topleft = self.pos
        if pygame.sprite.spritecollide(self, walls, False):
            self.pos = self.last_pos
            self.next_pos = self.last_pos
            self.dirvec = pygame.math.Vector2(0, 0)
            self.between_tiles = False
        self.rect.topleft = self.pos

    def get_keys(self):        
        now = pygame.time.get_ticks()
        keys = pygame.key.get_pressed()
        
        if now - self.last_update > self.walk_buffer:
            self.last_update = now
            
            new_dir_vec = pygame.math.Vector2(0, 0)
            if self.dirvec.y == 0:
                if keys[pygame.K_LEFT] or keys[pygame.K_a]:
                    new_dir_vec = pygame.math.Vector2(-1, 0)
                elif keys[pygame.K_RIGHT] or keys[pygame.K_d]:
                    new_dir_vec = pygame.math.Vector2(1, 0)
            if self.dirvec.x == 0:
                if keys[pygame.K_UP] or keys[pygame.K_w]:
                    new_dir_vec = pygame.math.Vector2(0, -1)
                elif keys[pygame.K_DOWN] or keys[pygame.K_s]:
                    new_dir_vec = pygame.math.Vector2(0, 1)
                
            if new_dir_vec != pygame.math.Vector2(0,0):
                self.dirvec = new_dir_vec
                self.between_tiles = True
                current_index = self.rect.centerx // TILESIZE, self.rect.centery // TILESIZE
                self.last_pos = pygame.math.Vector2(current_index) * TILESIZE
                self.next_pos = self.last_pos + self.dirvec * TILESIZE
                
class Obstacle(pygame.sprite.Sprite):
    def __init__(self, x, y):
        super().__init__()
        self.image = pygame.Surface((TILESIZE, TILESIZE))
        self.image.fill((0, 0, 0))
        self.rect = self.image.get_rect(topleft = (x * TILESIZE, y * TILESIZE))

pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()

all_sprites = pygame.sprite.Group()
walls = pygame.sprite.Group()
for row, tiles in enumerate(MAP):
    for col, tile in enumerate(tiles):
        if tile == "1":
            obstacle = Obstacle(col, row)
            walls.add(obstacle)
            all_sprites.add(obstacle)
        elif tile == "P":
            player = Player(col, row)
            all_sprites.add(player)

run = True
while run:
    dt = clock.tick(60) / 1000
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
    
    player.update(dt, walls)
    
    window.fill((255, 255, 255))

    for x in range (0, window.get_width(), TILESIZE):
        pygame.draw.line(window, (127, 127, 127), (x, 0), (x, window.get_height()))
    for y in range (0, window.get_height(), TILESIZE):
        pygame.draw.line(window, (127, 127, 127), (0, y), (window.get_width(), y))

    walls.draw(window)
    for sprite in all_sprites:
        window.blit(sprite.image, sprite.rect)

    pygame.display.flip()
    
pygame.quit()
exit()

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