PyGame 与 sprite.spritecollide 和 collide_rect 发生冲突

Collision in PyGame with sprite.spritecollide and collide_rect

我正在练习 Pygame,尝试学习 类、对象等的一些基本用法

现在我正在 http://programarcadegames.com/

的帮助下制作一个基本的平台游戏

我有精灵播放器和精灵平台。这些平台也可以是 MovingPlatforms,它应该在碰撞时移动玩家,但是当玩家移动到其他平台时会发生一些奇怪的传送,我现在没能看到问题。

基本上玩家在被推时并没有被逻辑地移动(至少对我而言)。

非常感谢您的帮助!下面是玩家精灵和平台精灵的代码。它们应该包含任何形式的碰撞。如果有人想要运行它也是完整的代码(只需要任何“background.jpg”图像文件)

玩家精灵:

class Player(pygame.sprite.Sprite):

    def __init__(self):
        super().__init__()

        self.player_width = 25 
        self.player_height = 50
        self.image = pygame.Surface([self.player_width,self.player_height])
        self.image.fill([255,0,0])
        self.rect = self.image.get_rect()

        self.change_x = 0
        self.change_y = 0
        self.double_jump = 0

        self.level = None

    def update(self):
        self.calc_gravity()
        
        self.rect.x += self.change_x
        collision_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        for platform in collision_list:
            if self.change_x > 0:
                self.rect.right = platform.rect.left
            elif self.change_x < 0:
                self.rect.left = platform.rect.right

        self.rect.y += self.change_y
        collision_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        for platform in collision_list:
            if self.change_y > 0:
                self.rect.bottom = platform.rect.top
                self.double_jump = 0
            elif self.change_y < 0:
                self.rect.top = platform.rect.bottom
            self.change_y = 0

    def calc_gravity(self):
        if self.change_y == 0:
            self.change_y = 2
        else:
            self.change_y += 0.35

        if self.rect.y >= screen_height - self.player_height - 32 and self.change_y >= 0:
            self.change_y = 0
            self.rect.y = screen_height - self.player_height - 32

平台和移动平台精灵:

class Platform(pygame.sprite.Sprite):

    def __init__(self, width, height):
        super().__init__()

        self.image = pygame.Surface([width, height])
        self.image.fill([173,255,47])
        self.rect = self.image.get_rect()

class MovingPlatform(Platform):

    change_x = 0
    change_y = 0
    
    boundary_top = 0
    boundary_bottom = 0
    boundary_left = 0
    boundary_right = 0

    def update(self):
        self.rect.x += self.change_x
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.change_x < 0:
                self.player.rect.right = self.rect.left
            elif self.change_x > 0:
                self.player.rect.left = self.rect.right

        self.rect.y += self.change_y
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.change_y < 0:
                self.player.rect.bottom = self.rect.top
            else:
                self.player.rect.top = self.rect.bottom

        if self.rect.bottom >= self.boundary_bottom or self.rect.top <= self.boundary_top:
            self.change_y *= -1

        cur_pos = self.rect.x - self.level.world_shift
        if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
            self.change_x *= -1

完整代码:

import pygame

screen_width = 800
screen_height = 600

class Player(pygame.sprite.Sprite):

    def __init__(self):
        super().__init__()

        self.player_width = 25 
        self.player_height = 50
        self.image = pygame.Surface([self.player_width,self.player_height])
        self.image.fill([255,0,0])
        self.rect = self.image.get_rect()

        self.change_x = 0
        self.change_y = 0
        self.double_jump = 0

        self.level = None

    def update(self):
        self.calc_gravity()
        
        self.rect.x += self.change_x
        collision_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        for platform in collision_list:
            if self.change_x > 0:
                self.rect.right = platform.rect.left
            elif self.change_x < 0:
                self.rect.left = platform.rect.right

        self.rect.y += self.change_y
        collision_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        for platform in collision_list:
            if self.change_y > 0:
                self.rect.bottom = platform.rect.top
                self.double_jump = 0
            elif self.change_y < 0:
                self.rect.top = platform.rect.bottom
            self.change_y = 0

    def calc_gravity(self):
        if self.change_y == 0:
            self.change_y = 2
        else:
            self.change_y += 0.35

        if self.rect.y >= screen_height - self.player_height - 32 and self.change_y >= 0:
            self.change_y = 0
            self.rect.y = screen_height - self.player_height - 32
            self.double_jump = 0
        
    def jump(self):
        self.rect.y += 2
        collision_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        self.rect.y -= 2
        
        if len(collision_list) > 0 or self.rect.bottom >= screen_height - 32:
            self.change_y = -10
        elif self.double_jump == 0:
            self.change_y = -10
            self.double_jump = 1

    def go_left(self):
        self.change_x = -5
    def go_right(self):
        self.change_x = 5
    def stop(self):
        self.change_x = 0

class Platform(pygame.sprite.Sprite):

    def __init__(self, width, height):
        super().__init__()

        self.image = pygame.Surface([width, height])
        self.image.fill([173,255,47])
        self.rect = self.image.get_rect()

class MovingPlatform(Platform):

    change_x = 0
    change_y = 0
    
    boundary_top = 0
    boundary_bottom = 0
    boundary_left = 0
    boundary_right = 0

    def update(self):
        self.rect.x += self.change_x
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.change_x < 0:
                self.player.rect.right = self.rect.left
            elif self.change_x > 0:
                self.player.rect.left = self.rect.right

        self.rect.y += self.change_y
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.change_y < 0:
                self.player.rect.bottom = self.rect.top
            else:
                self.player.rect.top = self.rect.bottom

        if self.rect.bottom >= self.boundary_bottom or self.rect.top <= self.boundary_top:
            self.change_y *= -1

        cur_pos = self.rect.x - self.level.world_shift
        if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
            self.change_x *= -1

class Level():

    def __init__(self, player):
        self.platform_list = pygame.sprite.Group()
        self.player = player
        self.world_shift = 0
    
    def update(self):
        self.platform_list.update()
    
    def draw(self, screen, background):
        screen.blit(background, [0,0])
        self.platform_list.draw(screen)
    
    def shift_world(self, shift_x):
        self.world_shift += shift_x

        for platform in self.platform_list:
            platform.rect.x += shift_x
        
class Level_01(Level):

    def __init__(self, player):
        Level.__init__(self, player)
        self.level_limit = -140
        level = [[200, 25, 500, 500],
                 [100, 25, 100, 300]
                 ]

        for platform in level:
            block = Platform(platform[0], platform[1])
            block.rect.x = platform[2]
            block.rect.y = platform[3]
            block.player = self.player
            self.platform_list.add(block)
        
        block = MovingPlatform(150, 25)
        block.rect.x = 200
        block.rect.y = 300
        block.boundary_top = 0
        block.boundary_bottom = screen_height - 30
        block.change_y = 1 
        block.player = self.player
        block.level = self
        self.platform_list.add(block)
        
        block = MovingPlatform(150, 25)
        block.rect.x = 100
        block.rect.y = 350
        block.boundary_left = 0
        block.boundary_right = 600
        block.change_x = 2
        block.player = self.player
        block.level = self
        self.platform_list.add(block)
           
class Level_02(Level):

    def __init__(self, player):
        Level.__init__(self, player)
        self.level_limit = -1000
        level = [[200, 25, 500, 500],
                 [100, 25, 100, 100]
                 ]
        
        for platform in level:
            block = Platform(platform[0], platform[1])
            block.rect.x = platform[2]
            block.rect.y = platform[3]
            block.player = self.player
            self.platform_list.add(block)

def main():
    screen = pygame.display.set_mode([screen_width,screen_height])
    clock = pygame.time.Clock()
    done = False
    background = pygame.image.load("background.jpg")
    background = pygame.transform.scale(background, [800,600])
    
    camera_left = 250
    camera_right = 550

    active_sprite_list = pygame.sprite.Group()
    player = Player()

    level_list =[]
    level_list.append(Level_01(player))
    level_list.append(Level_02(player))
    current_level_no = 0
    current_level = level_list[current_level_no]

    player.level = current_level
    player.rect.x = 100
    player.rect.y = screen_height - player.player_height - 25
    active_sprite_list.add(player)

    while not done:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
            
            #---Key presses---
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    player.go_left()
                elif event.key == pygame.K_d:
                    player.go_right()
                elif event.key == pygame.K_SPACE:
                    player.jump()
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_a and player.change_x < 0:
                    player.stop()
                elif event.key == pygame.K_d and player.change_x > 0:
                    player.stop()
        
        #---Move camera---
        if player.rect.left <= camera_left:
            diff = camera_left - player.rect.left
            player.rect.left = camera_left
            current_level.shift_world(diff)
            
        if player.rect.right >= camera_right:
            diff = player.rect.right - camera_right
            player.rect.right = camera_right
            current_level.shift_world(-diff)
        
        #---Change level---
        current_position = player.rect.x + current_level.world_shift
        if current_position < current_level.level_limit:
            player.rect.x = 120
            if current_level_no < len(level_list)-1:
                current_level_no += 1
                current_level = level_list[current_level_no]
                player.level = current_level

        #---Update sprites---
        current_level.update()
        active_sprite_list.update()
        
        #---Draw sprites---
        current_level.draw(screen, background)
        active_sprite_list.draw(screen)
        
        clock.tick(60)
        pygame.display.flip()
    pygame.quit()

main()

问题与MovingPlatform.update有关:

class MovingPlatform(Platform):
  # [...]

  def update(self):
       self.rect.x += self.change_x
       hit = pygame.sprite.collide_rect(self, self.player)
       if hit:
           if self.change_x < 0:
               self.player.rect.right = self.rect.left
           elif self.change_x > 0:
               self.player.rect.left = self.rect.right

       # [...]

当玩家站在一个上下移动的平台上并撞到另一个平台时,玩家会在该平台的任一侧移动。

在询问如何解决问题之前,必须先询问在这种特定情况下应该发生什么。

一种可能的解决方案是简单地删除上面的代码:

或者,您可以添加一个附加条件来检查玩家是在平台的左侧还是右侧,但不在中间:

class MovingPlatform(Platform):
    # [...]

    def update(self):
        self.rect.x += self.change_x
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.change_x < 0 and self.player.rect.left < self.rect.left:
                self.player.rect.right = self.rect.left
            elif self.change_x > 0 and self.player.rect.right > self.rect.right:
                self.player.rect.left = self.rect.right

        # [...]

但是,如果玩家被2个平台挤压,这并不能解决问题。