Pygame 墙精灵碰撞
Pygame wall sprite collision
我正在制作一款 roguelike 游戏,但在编码方面我是初学者。我已经让我的角色移动了,我的墙壁和地板精灵,但是我的代码中有一些错误允许角色移动穿过墙壁。
我用 block_path
在地砖和墙砖之间进行选择,然后我尝试用它来识别墙,但它并没有真正起作用。
接下来大家可以看我的代码:
screenWidth = 800
screenHeight = 600
mapHeight = 30
mapWidth = 30
cellWidth = 32
cellHeight = 32
screen = pygame.display.set_mode((screenWidth, screenHeight))
walkRight = [pygame.image.load('model/r1.png'), pygame.image.load('model/r2.png'), pygame.image.load('model/r3.png'), pygame.image.load('model/r4.png'), pygame.image.load('model/r5.png'), pygame.image.load('model/r6.png')]
walkLeft = [pygame.image.load('model/l1.png'), pygame.image.load('model/l2.png'), pygame.image.load('model/l3.png'), pygame.image.load('model/l4.png'), pygame.image.load('model/l5.png'), pygame.image.load('model/l6.png')]
walkUp = [pygame.image.load('model/u1.png'), pygame.image.load('model/u2.png'), pygame.image.load('model/u3.png'), pygame.image.load('model/u4.png'), pygame.image.load('model/u5.png'), pygame.image.load('model/u6.png')]
Floor = pygame.image.load("map/floor.jpg")
wallRight = pygame.image.load("map/rightwall.png")
`
class struc_Tile():
def __init__(self,block_path):
self.block_path = block_path`
class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.left = False
self.right = False
self.up = False
self.down = False
self.walkCount = 0
def draw(self,screen):
if self.walkCount + 1 >= 18:
self.walkCount = 0
elif self.left:
screen.blit(walkLeft[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.right:
screen.blit(walkRight[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.up:
screen.blit(walkUp[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.down:
screen.blit(walkDown[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
else:
screen.blit(Standing[self.walkCount//3], (self.x,self.y))
self.walkCount = 0
def move(self,dx,dy):
if gamemap[self.x + dx][self.y + dy].block_path == False:
self.x += dx
self.y += dy
def createmap():
newmap = [[struc_Tile(False) for y in range(0,mapHeight)] for x in range (0,mapWidth) ]
newmap[10][10].block_path = True
newmap[10][15].block_path = True
return newmap
def drawmap(maptodraw):
for x in range(0,mapWidth):
for y in range(0,mapHeight):
if maptodraw[x][y].block_path == True:
screen.blit(wallRight, (x*cellWidth, y*cellHeight))
else:
screen.blit(Floor, (x*cellWidth, y*cellHeight)
def redrawgamewindow():
screen.blit(bg, (0, 0))
drawmap(gamemap)
character.draw(screen)
pygame.display.update()
pygame.init()
gamemap = createmap()
clock = pygame.time.Clock()
character = player(0, 0, 32,32)
run = True
while run:
clock.tick(18)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and character.x > character.vel:
character.x -= character.vel
character.left = True
character.right = False
character.up = False
character.down = False
character.standing = False
elif keys[pygame.K_RIGHT] and character.x < 800 -character.width - character.vel:
character.x += character.vel
character.left = False
character.right = True
character.up = False
character.down = False
character.standing = False
elif keys[pygame.K_UP] and character.y > character.vel:
character.y -= character.vel
character.left = False
character.right = False
character.up = True
character.down = False
character.standing = False
elif keys[pygame.K_DOWN] and character.y < 600 - character.height - character.vel:
character.y += character.vel
character.left = False
character.right = False
character.up = False
character.down = True
character.standing = False
else:
character.right = False
character.left = False
character.up = False
character.down = False
character.standing = True
redrawgamewindow()
将您的 createmap()
函数更改为类似这样的内容将在您的地图边界上创建一个 5 像素的缓冲区。我把它设为 5 像素的原因是因为这就是你的角色运动。
我建议加入一些实际的角色碰撞来测试你是否越界,无论速度如何。
编辑:我已经包括了完整的代码,因为如果我展示它们,我所做的更改更容易理解。
我已将您的图像列表更改为列表字典,因为这样更容易调用。您要求的网格是 30x30。由于您显示的单元格宽度为 32x32,因此我将地图更改为 960 x 960。
我已经扩展了你的移动方法来检查碰撞,看看它是否可以先于它移动。我还删除了你的 redraw()
功能,因为它更容易将你的重绘向下移动。如果您愿意,可以将其重新添加,但对于本示例,我将其删除。
import pygame
# Based on the paths in your image
# This should work for your image paths
image = pygame.image.load('model/standing1.png')
Standing = pygame.transform.scale(image, (32, 32))
image = pygame.image.load('map/floor.jpg')
Floor = pygame.transform.scale(image, (32, 32))
image = pygame.image.load('map/rightwall.png')
wallRight = pygame.transform.scale(image, (32, 32))
walkLeft = []
walkRight = []
walkUp = []
walkDown = []
for i in range(1, 19):
image = pygame.image.load('model/r' + str(i) + '.png')
walkRight.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/l' + str(i) + '.png')
walkLeft.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/u' + str(i) + '.png')
walkUp.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/d' + str(i) + '.png')
walkDown.append(pygame.transform.scale(image, (32, 32)))
class struc_Tile():
def __init__(self, block_path):
self.block_path = block_path
class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.walkCount = 0
# do something like this with your images
# if you keep your lists in a dict you can avoid
# all your boolean direction variables and
# the lengthy if else statement
self.images = {}
self.images['walkleft'] = walkLeft[:]
self.images['walkright'] = walkRight[:]
self.images['walkup'] = walkUp[:]
self.images['walkdown'] = walkDown[:]
def draw(self, screen, direction):
if self.walkCount + 1 >= 18:
self.walkCount = 0
# since standing is not in your dict check for that first
if direction == 'standing':
screen.blit(Standing, (self.x,self.y))
self.walkCount = 0
else:
screen.blit(self.images[direction][self.walkCount], (self.x,self.y))
self.walkCount += 1
def can_move(self, dx, dy):
# with the buffer created around the border of the map
# you shouldn't have issues with
# index out of bounds exceptions
# EDIT: added better collision
new_x = self.x + dx
new_y = self.y + dy
if gamemap[new_x][new_y].block_path == False:
if gamemap[new_x + cellWidth][new_y].block_path == False:
if gamemap[new_x][new_y + cellHeight].block_path == False:
if gamemap[new_x + cellWidth][new_y + cellHeight].block_path == False:
self.x += dx
self.y += dy
return True
def createmap():
newmap = [[struc_Tile(False) for y in range(0, mapHeight)] for x in range (0,mapWidth)]
# give our upper/left borders a cell width buffer
# and our bottom/right borders a 2 cell width buffer
# since blit uses the upper left corner this should account
# for the sprite width
# EDIT: Fixed this to accommodate the better collision
for x in range(0, mapWidth):
for y in range (0, mapHeight):
if y < 32 or y + cellWidth >= mapHeight:
newmap[x][y].block_path = True
elif x < 32 or x + cellWidth >= mapWidth:
newmap[x][y].block_path = True
return newmap
def drawmap(maptodraw):
# only blit at cellwidth and height intervals
for x in range(0, mapWidth, cellWidth):
for y in range(0, mapHeight, cellHeight):
if maptodraw[x][y].block_path == True:
screen.blit(wallRight, (x, y))
else:
screen.blit(Floor, (x, y))
# Added this function which lets you block or unblock a cell
# simply call like gamemap = block_element(5, 10, gamemap)
# this will block the 6th cell on the x axis and 11th on the y axis
# to unblock a cell call it with block=False
def block_element(x, y, maptoblock, block=True):
x_cells = int(mapWidth / cellWidth)
y_cells = int(mapHeight / cellHeight)
start_x = int(x * cellWidth)
start_y = int(y * cellHeight)
end_x = start_x + cellWidth
end_y = start_y + cellHeight
print(start_x, end_x)
if x >= 0 and x < x_cells:
if y >= 0 and y < y_cells:
for x in range(start_x, end_x):
for y in range(start_y, end_y):
maptoblock[x][y].block_path = block
return maptoblock
pygame.init()
mapHeight = 960
mapWidth = 960
cellWidth = 32
cellHeight = 32
screen = pygame.display.set_mode((mapWidth, mapHeight))
gamemap = createmap()
# blocking/unblocking example
gamemap = block_element(5, 10, gamemap)
gamemap = block_element(0, 8, gamemap, block=False)
gamemap = block_element(0, 9, gamemap, block=False)
clock = pygame.time.Clock()
character = player(64, 64, 32, 32)
run = True
while run:
clock.tick(18)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# I just used fill since I didn't have a bg image handy
screen.fill((0, 0, 0))
drawmap(gamemap)
# handle the keypresses
# first check if the character can move that much
# then draw the movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and character.can_move(0 - character.vel, 0):
character.draw(screen, 'walkleft')
elif keys[pygame.K_RIGHT] and character.can_move(character.vel, 0):
character.draw(screen, 'walkright')
elif keys[pygame.K_UP] and character.can_move(0, 0 - character.vel):
character.draw(screen, 'walkup')
elif keys[pygame.K_DOWN] and character.can_move(0, character.vel):
character.draw(screen, 'walkdown')
else:
character.draw(screen, 'standing')
我正在制作一款 roguelike 游戏,但在编码方面我是初学者。我已经让我的角色移动了,我的墙壁和地板精灵,但是我的代码中有一些错误允许角色移动穿过墙壁。
我用 block_path
在地砖和墙砖之间进行选择,然后我尝试用它来识别墙,但它并没有真正起作用。
接下来大家可以看我的代码:
screenWidth = 800
screenHeight = 600
mapHeight = 30
mapWidth = 30
cellWidth = 32
cellHeight = 32
screen = pygame.display.set_mode((screenWidth, screenHeight))
walkRight = [pygame.image.load('model/r1.png'), pygame.image.load('model/r2.png'), pygame.image.load('model/r3.png'), pygame.image.load('model/r4.png'), pygame.image.load('model/r5.png'), pygame.image.load('model/r6.png')]
walkLeft = [pygame.image.load('model/l1.png'), pygame.image.load('model/l2.png'), pygame.image.load('model/l3.png'), pygame.image.load('model/l4.png'), pygame.image.load('model/l5.png'), pygame.image.load('model/l6.png')]
walkUp = [pygame.image.load('model/u1.png'), pygame.image.load('model/u2.png'), pygame.image.load('model/u3.png'), pygame.image.load('model/u4.png'), pygame.image.load('model/u5.png'), pygame.image.load('model/u6.png')]
Floor = pygame.image.load("map/floor.jpg")
wallRight = pygame.image.load("map/rightwall.png")
`
class struc_Tile():
def __init__(self,block_path):
self.block_path = block_path`
class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.left = False
self.right = False
self.up = False
self.down = False
self.walkCount = 0
def draw(self,screen):
if self.walkCount + 1 >= 18:
self.walkCount = 0
elif self.left:
screen.blit(walkLeft[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.right:
screen.blit(walkRight[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.up:
screen.blit(walkUp[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.down:
screen.blit(walkDown[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
else:
screen.blit(Standing[self.walkCount//3], (self.x,self.y))
self.walkCount = 0
def move(self,dx,dy):
if gamemap[self.x + dx][self.y + dy].block_path == False:
self.x += dx
self.y += dy
def createmap():
newmap = [[struc_Tile(False) for y in range(0,mapHeight)] for x in range (0,mapWidth) ]
newmap[10][10].block_path = True
newmap[10][15].block_path = True
return newmap
def drawmap(maptodraw):
for x in range(0,mapWidth):
for y in range(0,mapHeight):
if maptodraw[x][y].block_path == True:
screen.blit(wallRight, (x*cellWidth, y*cellHeight))
else:
screen.blit(Floor, (x*cellWidth, y*cellHeight)
def redrawgamewindow():
screen.blit(bg, (0, 0))
drawmap(gamemap)
character.draw(screen)
pygame.display.update()
pygame.init()
gamemap = createmap()
clock = pygame.time.Clock()
character = player(0, 0, 32,32)
run = True
while run:
clock.tick(18)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and character.x > character.vel:
character.x -= character.vel
character.left = True
character.right = False
character.up = False
character.down = False
character.standing = False
elif keys[pygame.K_RIGHT] and character.x < 800 -character.width - character.vel:
character.x += character.vel
character.left = False
character.right = True
character.up = False
character.down = False
character.standing = False
elif keys[pygame.K_UP] and character.y > character.vel:
character.y -= character.vel
character.left = False
character.right = False
character.up = True
character.down = False
character.standing = False
elif keys[pygame.K_DOWN] and character.y < 600 - character.height - character.vel:
character.y += character.vel
character.left = False
character.right = False
character.up = False
character.down = True
character.standing = False
else:
character.right = False
character.left = False
character.up = False
character.down = False
character.standing = True
redrawgamewindow()
将您的 createmap()
函数更改为类似这样的内容将在您的地图边界上创建一个 5 像素的缓冲区。我把它设为 5 像素的原因是因为这就是你的角色运动。
我建议加入一些实际的角色碰撞来测试你是否越界,无论速度如何。
编辑:我已经包括了完整的代码,因为如果我展示它们,我所做的更改更容易理解。
我已将您的图像列表更改为列表字典,因为这样更容易调用。您要求的网格是 30x30。由于您显示的单元格宽度为 32x32,因此我将地图更改为 960 x 960。
我已经扩展了你的移动方法来检查碰撞,看看它是否可以先于它移动。我还删除了你的 redraw()
功能,因为它更容易将你的重绘向下移动。如果您愿意,可以将其重新添加,但对于本示例,我将其删除。
import pygame
# Based on the paths in your image
# This should work for your image paths
image = pygame.image.load('model/standing1.png')
Standing = pygame.transform.scale(image, (32, 32))
image = pygame.image.load('map/floor.jpg')
Floor = pygame.transform.scale(image, (32, 32))
image = pygame.image.load('map/rightwall.png')
wallRight = pygame.transform.scale(image, (32, 32))
walkLeft = []
walkRight = []
walkUp = []
walkDown = []
for i in range(1, 19):
image = pygame.image.load('model/r' + str(i) + '.png')
walkRight.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/l' + str(i) + '.png')
walkLeft.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/u' + str(i) + '.png')
walkUp.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/d' + str(i) + '.png')
walkDown.append(pygame.transform.scale(image, (32, 32)))
class struc_Tile():
def __init__(self, block_path):
self.block_path = block_path
class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.walkCount = 0
# do something like this with your images
# if you keep your lists in a dict you can avoid
# all your boolean direction variables and
# the lengthy if else statement
self.images = {}
self.images['walkleft'] = walkLeft[:]
self.images['walkright'] = walkRight[:]
self.images['walkup'] = walkUp[:]
self.images['walkdown'] = walkDown[:]
def draw(self, screen, direction):
if self.walkCount + 1 >= 18:
self.walkCount = 0
# since standing is not in your dict check for that first
if direction == 'standing':
screen.blit(Standing, (self.x,self.y))
self.walkCount = 0
else:
screen.blit(self.images[direction][self.walkCount], (self.x,self.y))
self.walkCount += 1
def can_move(self, dx, dy):
# with the buffer created around the border of the map
# you shouldn't have issues with
# index out of bounds exceptions
# EDIT: added better collision
new_x = self.x + dx
new_y = self.y + dy
if gamemap[new_x][new_y].block_path == False:
if gamemap[new_x + cellWidth][new_y].block_path == False:
if gamemap[new_x][new_y + cellHeight].block_path == False:
if gamemap[new_x + cellWidth][new_y + cellHeight].block_path == False:
self.x += dx
self.y += dy
return True
def createmap():
newmap = [[struc_Tile(False) for y in range(0, mapHeight)] for x in range (0,mapWidth)]
# give our upper/left borders a cell width buffer
# and our bottom/right borders a 2 cell width buffer
# since blit uses the upper left corner this should account
# for the sprite width
# EDIT: Fixed this to accommodate the better collision
for x in range(0, mapWidth):
for y in range (0, mapHeight):
if y < 32 or y + cellWidth >= mapHeight:
newmap[x][y].block_path = True
elif x < 32 or x + cellWidth >= mapWidth:
newmap[x][y].block_path = True
return newmap
def drawmap(maptodraw):
# only blit at cellwidth and height intervals
for x in range(0, mapWidth, cellWidth):
for y in range(0, mapHeight, cellHeight):
if maptodraw[x][y].block_path == True:
screen.blit(wallRight, (x, y))
else:
screen.blit(Floor, (x, y))
# Added this function which lets you block or unblock a cell
# simply call like gamemap = block_element(5, 10, gamemap)
# this will block the 6th cell on the x axis and 11th on the y axis
# to unblock a cell call it with block=False
def block_element(x, y, maptoblock, block=True):
x_cells = int(mapWidth / cellWidth)
y_cells = int(mapHeight / cellHeight)
start_x = int(x * cellWidth)
start_y = int(y * cellHeight)
end_x = start_x + cellWidth
end_y = start_y + cellHeight
print(start_x, end_x)
if x >= 0 and x < x_cells:
if y >= 0 and y < y_cells:
for x in range(start_x, end_x):
for y in range(start_y, end_y):
maptoblock[x][y].block_path = block
return maptoblock
pygame.init()
mapHeight = 960
mapWidth = 960
cellWidth = 32
cellHeight = 32
screen = pygame.display.set_mode((mapWidth, mapHeight))
gamemap = createmap()
# blocking/unblocking example
gamemap = block_element(5, 10, gamemap)
gamemap = block_element(0, 8, gamemap, block=False)
gamemap = block_element(0, 9, gamemap, block=False)
clock = pygame.time.Clock()
character = player(64, 64, 32, 32)
run = True
while run:
clock.tick(18)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# I just used fill since I didn't have a bg image handy
screen.fill((0, 0, 0))
drawmap(gamemap)
# handle the keypresses
# first check if the character can move that much
# then draw the movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and character.can_move(0 - character.vel, 0):
character.draw(screen, 'walkleft')
elif keys[pygame.K_RIGHT] and character.can_move(character.vel, 0):
character.draw(screen, 'walkright')
elif keys[pygame.K_UP] and character.can_move(0, 0 - character.vel):
character.draw(screen, 'walkup')
elif keys[pygame.K_DOWN] and character.can_move(0, character.vel):
character.draw(screen, 'walkdown')
else:
character.draw(screen, 'standing')