Python pygame中的摩擦力和引力

Python pygame中的摩擦力和引力,python,pygame,Python,Pygame,我希望玩家1有一个恒定的向下加速度作用在他身上。我尝试了几种方法,但并没有按照我的意愿真正起作用。当我给球员一个向上的速度时,他会越来越高。我试着改变速度和重力值,它看起来好一点,但我不确定它是否正确。我还希望当player1在屏幕底部时,会有一个摩擦力作用在player1上,但因为摩擦力取决于法向力,而法向力取决于重力(如果我错了,请纠正我),所以我还不能这样做,所以我只是在player1上有一个恒定的摩擦力,但这也有点“奇怪”。我希望它在速度达到0时停止播放1,而不是反向加速 import

我希望玩家1有一个恒定的向下加速度作用在他身上。我尝试了几种方法,但并没有按照我的意愿真正起作用。当我给球员一个向上的速度时,他会越来越高。我试着改变速度和重力值,它看起来好一点,但我不确定它是否正确。我还希望当player1在屏幕底部时,会有一个摩擦力作用在player1上,但因为摩擦力取决于法向力,而法向力取决于重力(如果我错了,请纠正我),所以我还不能这样做,所以我只是在player1上有一个恒定的摩擦力,但这也有点“奇怪”。我希望它在速度达到0时停止播放1,而不是反向加速

import sys
import pygame

pygame.init()

screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))
screen_rect = screen.get_rect()

clock = pygame.time.Clock()

fps = 30


class Character(object):
    def __init__(self, surface, velo, accel, gravity, friction):
        self.surface = surface
        self.velo = velo
        self.accel = accel
        self.gravity = gravity
        self.friction = friction
        self.timestep = 1/fps
        self.vel = (0, 0)
        self.pos = ((screen_width / 2), (screen_height / 2))
        self.size = (10, 10)

    def velocity_right(self):
        self.pos = (self.pos[0] + self.velo, self.pos[1])

    def velocity_left(self):
        self.pos = (self.pos[0] - self.velo, self.pos[1])

    def velocity_up(self):
        self.pos = (self.pos[0], self.pos[1] - self.velo)

    def velocity_down(self):
        self.pos = (self.pos[0], self.pos[1] + self.velo)

    def velocity(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_i]:
            self.velocity_up()
        if keys[pygame.K_j]:
            self.velocity_left()
        if keys[pygame.K_k]:
            self.velocity_down()
        if keys[pygame.K_l]:
            self.velocity_right()

    def accelerate_right(self):
        self.vel = (self.vel[0] + self.accel, self.vel[1])
        self.pos = (self.pos[0] + self.vel[0], self.pos[1])

    def accelerate_left(self):
        self.vel = (self.vel[0] - self.accel, self.vel[1])
        self.pos = (self.pos[0] + self.vel[0], self.pos[1])

    def accelerate_up(self):
        self.vel = (self.vel[0], self.vel[1] - self.accel)
        self.pos = (self.pos[0], self.pos[1] + self.vel[1])

    def accelerate_down(self):
        self.vel = (self.vel[0], self.vel[1] + self.accel)
        self.pos = (self.pos[0], self.pos[1] + self.vel[1])

    def accelerate(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_w]:
            self.accelerate_up()
        if keys[pygame.K_a]:
            self.accelerate_left()
        if keys[pygame.K_s]:
            self.accelerate_down()
        if keys[pygame.K_d]:
            self.accelerate_right()

        if self.pos[0] <= 0 or self.pos[0] >= screen_width:
            self.vel = (self.vel[0] * -1, self.vel[1])

        if self.pos[1] <= 0 or self.pos[1] >= screen_height:
            self.vel = (self.vel[0], self.vel[1] * -1)

        self.character = pygame.Rect((self.pos[0], self.pos[1]), self.size)
        self.character.clamp_ip(screen_rect)

    def display(self):
        pygame.draw.rect(self.surface, (255, 255, 255), self.character)

    def reset(self):
        (x_pos, y_pos) = pygame.mouse.get_pos()
        self.pos = (x_pos, self.pos[1])
        self.pos = (self.pos[0], y_pos)
        self.vel = (0, 0)

    def apply_gravity(self):
        self.vel = (self.vel[0], self.vel[1] + self.accel)
        self.pos = (self.pos[0], self.pos[1] + self.vel[1])
        # self.vel = (self.vel[0], self.vel[1] + self.gravity * self.timestep)
        # self.pos = (self.pos[0], self.pos[1] + self.vel[1] * self.timestep + 0.5 * self.gravity * self.timestep**2)

    def apply_friction(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_w] or keys[pygame.K_i]:
            self.vel = (self.vel[0], self.vel[1] + self.friction)
            self.pos = (self.pos[0], self.pos[1] + self.vel[1])
        if keys[pygame.K_a] or keys[pygame.K_j]:
            self.vel = (self.vel[0] + self.friction, self.vel[1])
            self.pos = (self.pos[0] + self.vel[0], self.pos[1])
        if keys[pygame.K_s] or keys[pygame.K_k]:
            self.vel = (self.vel[0], self.vel[1] - self.friction)
            self.pos = (self.pos[0], self.pos[1] + self.vel[1])
        if keys[pygame.K_d] or keys[pygame.K_l]:
            self.vel = (self.vel[0] - self.friction, self.vel[1])
            self.pos = (self.pos[0] + self.vel[0], self.pos[1])


def main():
    player1 = Character(screen, 10, 1, .5, .4)
    while True:
        for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    player1.reset()

        player1.apply_gravity()
        player1.apply_friction()

        player1.velocity()
        player1.accelerate()

        screen.fill((0, 0, 0))

        player1.display()

        pygame.display.update(screen_rect)
        clock.tick(fps)

if __name__ == "__main__":
    main()
导入系统 导入pygame pygame.init() 屏幕宽度=640 屏幕高度=480 screen=pygame.display.set_模式((屏幕宽度、屏幕高度)) screen\u rect=screen.get\u rect() clock=pygame.time.clock() fps=30 类字符(对象): 定义初始(自身、表面、速度、加速度、重力、摩擦力): self.surface=曲面 self.velo=velo 自加速=加速 重力 自摩擦 self.timestep=1/fps self.vel=(0,0) self.pos=((屏幕宽度/2),(屏幕高度/2)) self.size=(10,10) def速度_右(自): self.pos=(self.pos[0]+self.velo,self.pos[1]) def速度_左(自): self.pos=(self.pos[0]-self.velo,self.pos[1]) def速度_上升(自): self.pos=(self.pos[0],self.pos[1]-self.velo) def速度下降(自): self.pos=(self.pos[0],self.pos[1]+self.velo) def速度(自): keys=pygame.key.get_pressed() 如果键[pygame.K_i]: self.velocity_up() 如果键[pygame.K_j]: self.velocity_left() 如果键[pygame.K_K]: 自速度_down() 如果键[pygame.K_l]: self.velocity_right() def右加速(自): self.vel=(self.vel[0]+self.accel,self.vel[1]) self.pos=(self.pos[0]+self.vel[0],self.pos[1]) def加速_左(自): self.vel=(self.vel[0]-self.accel,self.vel[1]) self.pos=(self.pos[0]+self.vel[0],self.pos[1]) def加速(自): self.vel=(self.vel[0],self.vel[1]-self.accel) self.pos=(self.pos[0],self.pos[1]+self.vel[1]) def加速下降(自): self.vel=(self.vel[0],self.vel[1]+self.accel) self.pos=(self.pos[0],self.pos[1]+self.vel[1]) def加速(自): keys=pygame.key.get_pressed() 如果键[pygame.K_w]: 自我加速 如果键[pygame.K_a]: 自加速左() 如果键[pygame.K_s]: self.accelerate_down() 如果键[pygame.K_d]: 自我加速(右) 如果self.pos[0]=屏幕宽度: self.vel=(self.vel[0]*-1,self.vel[1]) 如果self.pos[1]=屏幕高度: self.vel=(self.vel[0],self.vel[1]*-1) self.character=pygame.Rect((self.pos[0],self.pos[1]),self.size) self.character.climp\u ip(屏幕显示) def显示(自): pygame.draw.rect(self.surface,(255,255,255),self.character) def重置(自): (x_pos,y_pos)=pygame.mouse.get_pos() self.pos=(x_pos,self.pos[1]) self.pos=(self.pos[0],y_pos) self.vel=(0,0) def施加重力(自身): self.vel=(self.vel[0],self.vel[1]+self.accel) self.pos=(self.pos[0],self.pos[1]+self.vel[1]) #self.vel=(self.vel[0],self.vel[1]+self.gravity*self.timestep) #self.pos=(self.pos[0],self.pos[1]+self.vel[1]*self.timestep+0.5*self.gravity*self.timestep**2) def施加摩擦(自): keys=pygame.key.get_pressed() 如果键[pygame.K_w]或键[pygame.K_i]: self.vel=(self.vel[0],self.vel[1]+自摩擦) self.pos=(self.pos[0],self.pos[1]+self.vel[1]) 如果键[pygame.K_a]或键[pygame.K_j]: self.vel=(self.vel[0]+self.摩擦力,self.vel[1]) self.pos=(self.pos[0]+self.vel[0],self.pos[1]) 如果键[pygame.K_s]或键[pygame.K_K]: self.vel=(self.vel[0],self.vel[1]-自摩擦) self.pos=(self.pos[0],self.pos[1]+self.vel[1]) 如果键[pygame.K_d]或键[pygame.K_l]: self.vel=(self.vel[0]-self.摩擦力,self.vel[1]) self.pos=(self.pos[0]+self.vel[0],self.pos[1]) def main(): player1=字符(屏幕,10,1,5,4) 尽管如此: 对于pygame.event.get()中的事件: 如果event.type==pygame.QUIT: pygame.quit() sys.exit() elif event.type==pygame.MOUSEBUTTONDOWN: player1.reset() 播放者1.应用重力() 播放者1.施加摩擦() player1.velocity() player1.加速 屏幕填充((0,0,0)) player1.display() pygame.display.update(屏幕显示) 时钟滴答声(fps) 如果名称=“\uuuuu main\uuuuuuuu”: main()
我认为你可以将你的速度和加速度建模为向量,这对我来说很有用(仅举一个timestep=1 fps的例子,简化方程式):

导入系统 导入pygame pygame.init() 屏幕宽度=640 屏幕高度=480 screen=pygame.display.set_模式((屏幕宽度、屏幕高度)) screen\u rect=screen.get\u rect() clock=pygame.time.clock() fps=30 摩擦=0.8 将numpy作为np导入 类字符(对象): 定义初始(自身、表面、加速度、重力): self.surface=曲面 self.accel=np.array(加速度) self.gravity=np.array([0.0,浮点(重力)]) self.vel=np.array([0.0,0.0]) self.pos=np.array([(屏幕宽度/2.0),(屏幕高度/2.0)])
import sys
import pygame

pygame.init()

screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))
screen_rect = screen.get_rect()

clock = pygame.time.Clock()

fps = 30
FRICTION = 0.8

import numpy as np

class Character(object):
    def __init__(self, surface, accel, gravity):
        self.surface = surface
        self.accel = np.array(accel)
        self.gravity = np.array([0.0,float(gravity)])
        self.vel = np.array([0.0,0.0])
        self.pos = np.array([(screen_width / 2.0), (screen_height / 2.0)])
        self.size = (10, 10)

    def move_right(self):
        self.vel += np.array([1,0])
        self.accel += np.array([1,0])

    def move_left(self):
        self.vel += np.array([-1,0])
        self.accel += np.array([-1,0])

    def move_up(self):
        self.vel += np.array([0,-1])
        self.accel += np.array([0,-1])       

    def move_down(self):
        self.vel += np.array([0,1])
        self.accel += np.array([0,1])        

    def move(self):
        keys = pygame.key.get_pressed()

        if keys[pygame.K_w]:
            self.move_up()
        if keys[pygame.K_a]:
            self.move_left()
        if keys[pygame.K_s]:
            self.move_down()
        if keys[pygame.K_d]:
            self.move_right()

        if self.pos[0] <= 0 or self.pos[0] >= screen_width:
            self.vel[0] *= -FRICTION            
            self.accel[0] *= -FRICTION
            if self.pos[0] <= 0:
                self.pos[0] = 0
            elif self.pos[0] >= screen_width:
                self.pos[0] = screen_width
        elif self.pos[1] <= 0 or self.pos[1] >= screen_height:
            self.vel[1] *= -FRICTION
            self.accel[1] *= -FRICTION
            if self.pos[1] <= 0:
                self.pos[1] = 0
            elif self.pos[1] >= screen_height:
                self.pos[1] = screen_height
        else:
            self.vel = self.vel + (self.gravity+self.accel)
            if self.vel.dot(self.vel) < 1e-5:
                self.vel = np.zeros(2)
            self.accel *=  FRICTION
            if self.accel.dot(self.accel) < 1e-5:
                self.accel = np.zeros(2)

        self.pos = self.pos + self.vel + 0.5*self.gravity+self.accel

        #print self.pos, self.vel, self.accel

        self.character = pygame.Rect((self.pos[0], self.pos[1]), self.size)
        self.character.clamp_ip(screen_rect)

    def display(self):
        pygame.draw.rect(self.surface, (255, 255, 255), self.character)

    def reset(self):
        self.pos = np.array(pygame.mouse.get_pos())
        self.vel = np.array([0,0]);


def main():
    player1 = Character(screen, [0.0, 0.0], .5)
    while True:
        for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    player1.reset()       

        player1.move()

        screen.fill((0, 0, 0))

        player1.display()

        pygame.display.update(screen_rect)
        clock.tick(fps)

if __name__ == "__main__":
    main()