pygame精灵墙碰撞[重复]

2023-12-13

我正在用 python 和 pygame 开发一个平台游戏。完整代码可以在“https://github.com/C-Kimber/FBLA_Game“。我遇到的问题是玩家精灵和墙壁精灵之间的碰撞,特别是角落。当玩家按下 x 移动键并跳跃时,玩家要么不动,要么被卡住。这是碰撞样本:

def wallCollisions(self):

    block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)

    for block in block_hit_list:


        if self.rect.bottom >= block.rect.top and self.rect.bottom <= block.rect.top + 15:  # Moving down; Hit the top side of the wall
            if self.rect.right > block.rect.left:
                self.rect.bottom = block.rect.top
                self.yvel = 0
                self.onGround = True
                self.jumps = 1
        elif self.rect.top <= block.rect.bottom and self.rect.top >= block.rect.bottom - 15:  # Moving up; Hit the bottom side of the wall
            self.rect.top = block.rect.bottom
            self.yvel = 0
        if self.rect.right >= block.rect.left and self.rect.right <= block.rect.left + 15:  # Moving right; Hit the left side of the wall
            if self.rect.bottom > block.rect.top+15:
                self.rect.right = block.rect.left#+1
                self.xvel = 0
        elif self.rect.left <= block.rect.right and self.rect.left >= block.rect.right - 15:  # Moving left; Hit the right side of the wall
            self.rect.left = block.rect.right#-1
            self.xvel = 0 = block.rect.right#-1
            self.xvel = 0

I've included images on what is happening and what I want. enter image description here

我尝试过其他方法,例如使用速度作为碰撞的确定因素,但这是迄今为止效果最好的方法。如果您能提供解决方案,我们将不胜感激。


感谢懒惰用户!他所提出的问题给了我一些急需的清晰度。我花了一点时间,但我实现了它。我为碰撞创建了一个函数。

def wallColl(self, xvel, yvel, colliders):
    for collider in colliders:
        if pygame.sprite.collide_rect(self, collider):
            if xvel > 0:
                self.rect.right = collider.rect.left
                self.xvel = 0
            if xvel < 0:
                self.rect.left = collider.rect.right
                self.xvel = 0
            if yvel < 0:
                self.rect.bottom = collider.rect.top
                self.onGround = True
                self.jumps = 3
                self.yvel = 0
            if yvel > 0:
                self.yvel = 0
                self.rect.top = collider.rect.bottom

然后我在更新函数中调用它们。

def update(self):
    self.rect.x += self.xvel
    # self.walls is an array of sprites.
    self.wallColl(self.xvel, 0, self.walls) 

    self.rect.y -= self.yvel
    self.onGround = False
    self.wallColl(0, self.yvel, self.walls)

    self.wallCollisions()
    if self.otherplayers != None:
        self.playerCollisions()

    # Gravity
    if self.onGround == False:
        self.yvel-=.0066*self.mass

    self.boundries(highbound, lowbound, leftbound, rightbound)
    self.down = False

我的游戏中的实际使用使可用性近乎完美。虽然不是 100%,但这并不是一个完美的答案。

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