碰撞问题平台游戏如何解决?



我的问题是,当我与地板广场相撞时,它不断地把我摔倒

我做了一个班级地板:为它并将其定义为floor1,然后将其绘制到我的屏幕上,但我仍然遇到问题,不会让我碰撞并站在上面不断跌倒

我的碰撞

if playerman.rect.colliderect(floor1.rect):
collide = True
playerman.isJump = False
playerman.JumpCount = 10
playerman.y = floor1.rect.top - playerman.height + 1
if playerman.rect.right > floor1.rect.left and playerman.rect.left < floor1.rect.left - playerman.width:
playerman.x = floor1.rect.left - playerman.width
if playerman.rect.left < floor1.rect.right and playerman.rect.right > floor1.rect.right + playerman.width:
playerman.x = floor1.rect.right

我的完整代码

# import pygame moduee
import pygame
pygame.init()

# window
window = pygame.display.set_mode((500,500))
pygame.display.set_caption("games")
bg = pygame.image.load("background_02.png")
left_image =  pygame.image.load("Sprite-0002.png")
right_image = pygame.image.load("Sprite-0003.png")
platforms = pygame.image.load("ok.png")
def DrawWindow():
window.blit(bg, (0,0))
# player
class player:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height  = height
self.width = width
self.isJump = False
self.JumpCount = 10
self.color = color
self.speed = 5
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
self.left_image = pygame.image.load("Sprite-0002.png")
self.right_image = pygame.image.load("Sprite-0003.png")
self.left_image = pygame.transform.scale(self.left_image,(self.left_image.get_width()*2,self.left_image.get_height()*2))
self.right_image = pygame.transform.scale(self.right_image,(self.right_image.get_width()*2,self.right_image.get_height()*2))
self.rect = pygame.Rect(x,y,left_image.get_width(), left_image.get_height())
self.direction = "Left" #set a stating direction
def draw(self):
self.rect.topleft = (self.x,self.y)
if self.direction == "Left":
window.blit(self.left_image,self.rect)
else:
window.blit(self.right_image,self.rect)

# enemy class
class enemy:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
self.platforms = pygame.image.load("ok.png")
self.platforms = pygame.transform.scale(self.platforms,(self.platforms.get_width()*5,self.platforms.get_height()*5))
self.rect = self.platforms.get_rect(topleft = (x, y)) # <---
self.direction = "left" #set a stating direction
def draw(self):
self.rect.topleft = (self.x,self.y)
window.blit(self.platforms,self.rect)


# coin class
class coin:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window, self.color, self.rect)
# floor class
class floor:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window, self.color, self.rect)

# FPS
FPS = 60
clock = pygame.time.Clock()
# colors
white = (255,255,255)
green = (0,255,0)
Yellow = (255, 255, 0)
Blue =  (0,255,216)
# define player and enemy class
playerman = player(40,390,30,30, Blue)
floor1 = floor(-9999,490,15000,50, white)
enemy1 = enemy(150,390,150,10, green)
enemy2 = enemy(300,320,150,10, green)
enemy3 = enemy(70,260,150,10, green)
enemies = [enemy1,enemy2,enemy3]

# define cooins
coin1 = coin(210,365,20,20, Yellow)
coin2 = coin(250,365,20,20, Yellow)
coin3 = coin(110,235,20,20, Yellow)
coin4 = coin(360,290,20,20, Yellow)
coin5 = coin(400,290,20,20, Yellow)
Coins_list = [coin1,coin2,coin3,coin4,coin5]
# font + display and eat coins and gain
font = pygame.font.Font('freesansbold.ttf', 32)
score = 0
text = font.render('Score = ' + str(score), True, (255,255,255))
textRect = text.get_rect()
textRect.center = (100,40)

# main loop
runninggame = True
while runninggame:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runninggame = False

DrawWindow()
window.blit(text,textRect)
for coin in Coins_list:
coin.draw()
for enemy in enemies:
enemy.draw()
floor1.draw()

if playerman.y < 250:
playerman.y += 1
for enemy in enemies:
enemy.y += playerman.speed
for coin in Coins_list:
coin.y += playerman.speed
if playerman.y > 450:
playerman.y -= playerman.fall
for enemy in enemies:
enemy.y -= playerman.fall
for coin in Coins_list:
coin.y -= playerman.fall

keys = pygame.key.get_pressed()

if keys[pygame.K_LEFT]:
playerman.direction = "Left"
playerman.x -= playerman.speed
if playerman.x < 100:
playerman.x += playerman.speed
for enemy in enemies:
enemy.x += playerman.speed
for coin in Coins_list:
coin.x += playerman.speed


if keys[pygame.K_RIGHT]:
playerman.direction = "Right"
playerman.x += playerman.speed
if playerman.x > 400:
playerman.x -= playerman.speed
for enemy in enemies:
enemy.x -= playerman.speed
for coin in Coins_list:
coin.x -= playerman.speed

if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
collide = False
playerman.isJump = False
for enemy in enemies:
if playerman.rect.colliderect(enemy.rect):
collide = True
playerman.isJump = False
playerman.JumpCount = 10
playerman.y = enemy.rect.top - playerman.height + 1
if playerman.rect.right > enemy.rect.left and playerman.rect.left < enemy.rect.left - playerman.width:
playerman.x = enemy.rect.left - playerman.width
if playerman.rect.left < enemy.rect.right and playerman.rect.right > enemy.rect.right + playerman.width:
playerman.x = enemy.rect.right
if playerman.rect.colliderect(floor1.rect):
collide = True
playerman.isJump = False
playerman.JumpCount = 10
playerman.y = floor1.rect.top - playerman.height + 1
if playerman.rect.right > floor1.rect.left and playerman.rect.left < floor1.rect.left - playerman.width:
playerman.x = floor1.rect.left - playerman.width
if playerman.rect.left < floor1.rect.right and playerman.rect.right > floor1.rect.right + playerman.width:
playerman.x = floor1.rect.right

for i in range(len(Coins_list)-1,-1,-1):
if playerman.rect.colliderect(Coins_list[i].rect):
del Coins_list[i]
score += 1
text = font.render('Score = ' + str(score), True, (255,255,255))
textRect = text.get_rect()
textRect.center = (100,40)

if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.JumpCount = 10
playerman.y = 500 - playerman.height
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.fall = 0
else:
if playerman.JumpCount > 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.4
playerman.JumpCount -= 1
else:
playerman.JumpCount = 10
playerman.isJump = False
playerman.draw()

pygame.display.update()
pygame.quit()































问题是滚动。平台为 490,当播放器低于 450 时向下滚动。我假设玩家从playerman = player(40,390,30,30, Blue)高 30px .所以这意味着玩家站在地板上,他将是460,这意味着屏幕将滚动。

现在你也可以让地板滚动,所以当他落地时,地板会把玩家推上去并停止,这确实意味着你会看到更多, 您还可以将阈值从 450 更改为 470,因此玩家必须在地板下方才能向下滚动,但没有地板滚动, 它将留在那里,因此您无法向下滚动。

因此,您可以执行第一个选项或两者兼而有之

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