为什么当我的播放器向右或向左移动时我的平台也在移动

Why is my platform moving when my player is moving right or left

1) 在我的代码中,问题是我的播放器 class 下面的平台已连接,当播放器移动时,平台也会移动,如果是这样,播放器会一直在平台上移动。有人可以告诉我如何解决吗?如果您想知道在哪里可以找到所有代码以及它会在哪里,这里就是所有代码,因为我不知道是什么导致了我的代码中的问题。

import math
import os
import sys
# It is importing everything
import pygame
from pygame.locals import *

#The platform class is the problem I'm having
class Platform:
    def __init__(self, size, x, y, length, color, velocity):
        self.length = length
        self.size = size
        self.x = x
        self.y = y
        self.color = color
        self.velocity = velocity
        self.xVelocity = 0

    # This is what the platform class has and what it does
    def draw(self):
        display = pygame.display.get_surface()
        pygame.draw.rect(display, self.color, (int(self.x) - 80, int(self.y) + 225, int(self.x), int(self.y) - 45))

    # This is def draw function is showing that how I want my Platform to look like
    def do(self):
        self.draw()

2) 当我的玩家到达屏幕的 "end" 时它停止了,但我想让它成为一个滚动屏幕并且没有任何反应,然后当玩家移动并自行滚动时就没有游戏了。在有人告诉我如何解决我的第二个问题之后,如果背景经过玩家,我希望背景杀死玩家。

# The def do function is running def draw function

class Player:
    def __init__(self, velocity, maxJumpRange, x, y, size):
        self.falling = True
        self.jumpCounter = 0
        self.xVelocity = 0
        self.y = y
        self.x = x
        self.jumping = False
        self.velocity = velocity
        self.maxJumpRange = maxJumpRange
        self.jump_offset = 0
        self.size = size

    # The player class is making how the Player is going to look and what are his limits

    def keys(self):
        k = pygame.key.get_pressed()
        # The def keys(self): is creating a variable for pygame.key.get_pressed() and underneath is a function to make the player move around
        if k[K_LEFT]:
            self.xVelocity = -self.velocity
        elif k[K_RIGHT]:
            self.xVelocity = self.velocity
        else:
            self.xVelocity = 0

        if k[K_SPACE] or k[K_UP] and not self.jumping and not self.falling:
            self.jumping = True
            self.jumpCounter = 0


    # The if k[K_Space] or k[K_UP] is making sure the player has a jump limit and can't continue jumping forever.
    def move(self):
        self.x += self.xVelocity
        # This to make sure that the player can move while he is jumping.
        if self.jumping:
            self.y -= self.velocity
            self.jumpCounter += 1
            if self.jumpCounter == self.maxJumpRange:
                self.jumping = False
                self.falling = True
        elif self.falling:
            if self.y <= h - 10 <= self.y + self.velocity:
                self.y = h - 10
                self.falling = False
            else:
                self.y += self.velocity

    def draw(self):
        display = pygame.display.get_surface()
        pygame.draw.circle(display, White, (int(self.x), int(self.y) - 25), 25, 0)

    def do(self):
        self.keys()
        self.move()
        self.draw()


# This Function is doing all of the Functions self.keys(), self.move(), self.draw()

def events():
    for event in pygame.event.get():
        if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
            pygame.quit()
            sys.exit()


# This is to make sure that you can exit the game is needed

def keys(player):
    keys = pygame.key.get_pressed()
    if keys[K_UP] or keys[K_SPACE] and player.jumping == False and player.jump_offset == 0:
        player.jumping = True


# The function here to make sure that the player can jump

def do_jumping(player):
    jump_height = 25
    # Def do_jumping(player): is to adjust the jump_height of the player
    if player.jumping:
        player.jump_offset += 1
        if player.jump_offset >= jump_height:
            player.jumping = False
    elif player.jump_offset > 0 and player.jumping == False:
        player.jump_offset -= 1


# The above is showing how the makes sure the player doesn't jump higher then the jump height

w = 576
h = 516
hw = w / 2
hh = h / 2
AREA = w * h
# The above is showing the width the height and Area
os.environ['SDL_VIDEO_WINDOW_POS'] = "50,50"
p = Player(hh, hw, 290, 250, 30)
# the above is showing what the graphics are
pygame.init()
Clock = pygame.time.Clock()
DS = pygame.display.set_mode((w, h))  # This is what the display size is
pygame.display.set_caption("Try to get point B")
FPS = 120
Black = (0, 0, 0, 255)
White = (255, 255, 255, 255)
pl = Platform(290, 250, 50, 70, White, 0)
Red = (255, 0, 0)
Solid_Fill = 0
# Bkgd stands for background
bkgd = pygame.image.load("scroll.png").convert()  # scroll.png is the png im using to use as the background
bkgdWidth = bkgd.get_rect().size[0]
print(bkgdWidth)
bkgdHeight = bkgd.get_rect().size
stageWidth = bkgdWidth * 2
StagePosX = 0
startScollingPosx = hw
circleRadius = 25
circlePosX = circleRadius
playerPosX = circleRadius
playerPosY = 377
playerVelocityX = 0
playerVelocityY = 0
platformVelocityX = 0
platformVelocityY = 0
x = 0
# The above is showing the player Velocity, player position y and x and what the stage position is, Ignore platform 
# velocity. 
# What the while true loop is doing is to make sure that the background moves while the player moves
while True:
    events()

    k = pygame.key.get_pressed()
    if k[K_RIGHT]:
        playerVelocityX = 1
        pl.xVelocity = 0
    elif k[K_LEFT]:
        playerVelocityX = -1
        pl.xVelocity = 0
    else:
        playerVelocityX = 0
        pl.xVelocity = 0

    playerPosX += playerVelocityX
    if playerPosX > stageWidth - circleRadius:
        playerPosX = stageWidth - circleRadius
    if playerPosX < circleRadius:
        playerPosX = circleRadius
    if playerPosX < startScollingPosx:
        circlePosX = playerPosX
    elif playerPosX > stageWidth - startScollingPosx:
        circlePosX - stageWidth + w
    else:
        circlePosX = startScollingPosx
        StagePosX -= playerVelocityX
# The code below show is working how to balance the Display size and rel x is the easier of saying that
    rel_x = StagePosX % bkgdWidth
    DS.blit(bkgd, (rel_x - bkgdWidth, 0))
    if rel_x < w:
        DS.blit(bkgd, (rel_x, 0))
    events()
    keys(p)
    do_jumping(p)
    pygame.draw.circle(DS, White, (math.floor(p.x), math.floor(p.y) - math.floor(p.jump_offset)), math.floor(p.size), math.floor(Solid_Fill))
    platform_color = Red
    pl.color = Red
    pl.draw()
    if p.jump_offset == 0:
        pl.color = White
    pl.do()
    pygame.display.update()
    Clock.tick(FPS)
    DS.fill(Black)

3) 最后,对于缺乏好的代码以及在哪里查看代码感到抱歉,因为我不知道是什么导致了我的代码中的问题,所以我不得不把所有的都放出来。

我稍微编辑了你的代码以解决你遇到的问题,我确实更改了图像,因为我没有图像,但我通过让玩家不断跌倒并检查玩家是否发生碰撞来修复跳跃和站在平台上的问题与平台。我还添加了滚动背景。摆脱了我评论中提到的不必要的代码。改变了玩家的动作以从那里跳跃。将平台中的大小更改为列表,使其具有宽度和高度。也摆脱了速度,因为平台没有移动。

import math
import os
import sys
# It is importing everything
import pygame
from pygame.locals import *

class Platform:
    def __init__(self, size, x, y, color):
        #size is a list, this means it has width and height
        self.size = size
        self.x = x
        self.y = y
        self.color = color

    # This is what the platform class has and what it does
    def draw(self):
        display = pygame.display.get_surface()
        pygame.draw.rect(display, self.color, (int(self.x), int(self.y), self.size[0], self.size[1]))

    # This is def draw function is showing that how I want my Platform to look like
    def do(self):
        self.draw()


# The def do function is running def draw function

class Player:
    def __init__(self, velocity, maxJumpRange, x, y, size):
        self.falling = True
        self.jumpCounter = 0
        self.xVelocity = 0
        self.y = y
        self.x = x
        self.jumping = False
        self.velocity = velocity
        self.maxJumpRange = maxJumpRange
        self.jump_offset = 0
        self.size = size
        self.TouchedGround = False

    # The player class is making how the Player is going to look and what are his limits

    def keys(self):
        k = pygame.key.get_pressed()
        # The def keys(self): is creating a variable for pygame.key.get_pressed() and underneath is a function to make the player move around
        if k[K_LEFT]:
            self.xVelocity = -self.velocity
        elif k[K_RIGHT]:
            self.xVelocity = self.velocity
        else:
            self.xVelocity = 0

        if (k[K_SPACE] or k[K_UP]) and not self.jumping and self.TouchedGround:
            self.jumping = True
            self.jumpCounter = 0
            self.TouchedGround = False


    # The if k[K_Space] or k[K_UP] is making sure the player has a jump limit and can't continue jumping forever.
    def move(self):
        self.x += self.xVelocity
        # if the player is jumping, change y value
        if self.jumping:
            self.y -= self.velocity
            self.jumpCounter += 1
            if self.jumpCounter == self.maxJumpRange:
                self.jumping = False
                self.falling = True
        elif self.falling:
            self.y += self.velocity
            self.jumpCounter -= 1


    def draw(self):
        display = pygame.display.get_surface()
        pygame.draw.circle(display, White, (int(self.x), int(self.y)), self.size)

    def do(self):
        self.keys()
        self.move()
        self.draw()


# This Function is doing all of the Functions self.keys(), self.move(), self.draw()

def events():
    for event in pygame.event.get():
        if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
            pygame.quit()
            sys.exit()



#window size

w = 576
h = 516

# The above is showing the width the height and Area
os.environ['SDL_VIDEO_WINDOW_POS'] = "50,50"
# the above is showing what the graphics are

#player
p = Player(1, 100, 290, 250, 30)


#start pygame
pygame.init()
Clock = pygame.time.Clock()
DS = pygame.display.set_mode((w, h))  # This is what the display size is
pygame.display.set_caption("Try to get point B")



#variables
FPS = 120
Black = (0, 0, 0, 255)
White = (255, 255, 255, 255)
Red = (255, 0, 0)


# Bkgd stands for background
bkgd = pygame.Surface((w,h))  # didnt have the image so i made it blue
bkgd.fill((0,0,255))


#platforms
pl = Platform([290,20], 250, 350, White)
#this is a list that holds all the platforms
platforms_list = [pl,Platform([200,20], 100, 450, White), Platform([200,20], 400, 250, White)]

#this is how much to scroll the background by
background_scroll = 0


# What the while true loop is doing is to make sure that the background moves while the player moves
while True:
    events()

    #blit the background, since the image is same size as window blit twice so when scrolls, you dont have blackness 
    DS.blit(bkgd, (-background_scroll, 0))
    DS.blit(bkgd, (w-background_scroll, 0))

    #check for x button clicked
    events()

    #update the player
    p.do()

    #update platforms and check for collision with player
    platform_color = Red
    for platform in platforms_list:
        platform.color = platform_color
        if p.jumping == 0:
            platform.color = White
        platform.do()
        #if bottom of player is in the platform, move the player on top of the platform
        if p.y + p.size > platform.y and p.y + p.size < platform.y + platform.size[1]:
            if p.x > platform.x and p.x < platform.x + platform.size[0]:
                p.y = platform.y - p.size  
                p.TouchedGround = True

    #if the player reaches the side of the screen, move the background and platforms to make it look like it is moving
    if p.x + p.size >= w:
        p.x = w - p.size
        background_scroll += 1
        for platform in platforms_list:
            platform.x -= 1
        if background_scroll == w:
            background_scroll = 0
    #same but for the left
    if p.x - p.size <= 0:
        p.x = 0 + p.size
        background_scroll -= 1
        for platform in platforms_list:
            platform.x += 1
        if background_scroll == 0:
            background_scroll = w

    #update screen
    pygame.display.update()
    Clock.tick(FPS)
    DS.fill(Black)