Python Pygame碰撞检测
我的问题:Python Pygame碰撞检测,python,pygame,collision-detection,collision,Python,Pygame,Collision Detection,Collision,我的问题: import pygame from pygame import * WIN_WIDTH = 800 WIN_HEIGHT = 640 HALF_WIDTH = int(WIN_WIDTH / 2) HALF_HEIGHT = int(WIN_HEIGHT / 2) DISPLAY = (WIN_WIDTH, WIN_HEIGHT) DEPTH = 32 FLAGS = 0 CAMERA_SLACK = 30 def main(): pygame.init()
import pygame
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
#pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
up = down = left = right = space = False
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
plants = []
space_num = 0
x = 0
y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP",
"P PPPP",
"P PPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
if col == "p":
p = Plant(x, y)
plants.append(p)
entities.add(p)
x += 32
y += 32
x = 0
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYDOWN and e.key == K_SPACE:
if space_num < 6:
space = True
space_num += 1
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_SPACE:
space = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
# update player, draw everything else
player.update(up, down, left, right, platforms, space)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
#def simple_camera(camera, target_rect):
# l, t, _, _ = target_rect
# _, _, w, h = camera
# return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(400, 400, 32, 32)
def update(self, up, down, left, right, platforms, space):
if space:
if not self.onGround:
self.yvel = -12
if self.onGround:
self.yvel = 0
else:
if up:
if self.onGround: self.yvel -= 10 # only jump if on the ground
if down:
pass
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 40: self.yvel = 40 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0: self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#DDDDDD"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("bush.png")
class Decoration(Entity):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Plant(Decoration):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((64, 64))
self.image.convert()
#self.image = pygame.image.load("bush.png")
self.rect = Rect(x, y, 64, 64)
if __name__ == "__main__":
main()
在我的游戏中,我想添加一些功能,如双跳、壁跳等。然而,我在碰撞检测方面遇到了一个问题,我似乎无法解决它。
问题是,当我的角色与地面碰撞时,它会记录碰撞。
但是,下一个勾号,即使我在地面上,它也不再记录碰撞。
这会在检测我是否与墙壁碰撞或当前是否与地面碰撞等方面产生问题。
这造成了更大的问题,因为当它没有检测到碰撞时,我的y速度将不断降低。
所以,我的球员有一个恒定的y速度,当他在地面上时,它不是0,而是在增加 示例:
import pygame
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
#pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
up = down = left = right = space = False
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
plants = []
space_num = 0
x = 0
y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP",
"P PPPP",
"P PPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
if col == "p":
p = Plant(x, y)
plants.append(p)
entities.add(p)
x += 32
y += 32
x = 0
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYDOWN and e.key == K_SPACE:
if space_num < 6:
space = True
space_num += 1
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_SPACE:
space = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
# update player, draw everything else
player.update(up, down, left, right, platforms, space)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
#def simple_camera(camera, target_rect):
# l, t, _, _ = target_rect
# _, _, w, h = camera
# return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(400, 400, 32, 32)
def update(self, up, down, left, right, platforms, space):
if space:
if not self.onGround:
self.yvel = -12
if self.onGround:
self.yvel = 0
else:
if up:
if self.onGround: self.yvel -= 10 # only jump if on the ground
if down:
pass
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 40: self.yvel = 40 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0: self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#DDDDDD"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("bush.png")
class Decoration(Entity):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Plant(Decoration):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((64, 64))
self.image.convert()
#self.image = pygame.image.load("bush.png")
self.rect = Rect(x, y, 64, 64)
if __name__ == "__main__":
main()
正如你在左上角看到的,我的y速度通过如下数字反弹:
0
0
0.3
0.6
0.9
然后重新开始。我真正需要的是,当我在地面上时,该值始终为0,并且代码能够识别我在地面上。
但事实并非如此,我也不明白为什么,有人能帮忙吗 代码:
import pygame
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
#pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
up = down = left = right = space = False
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
plants = []
space_num = 0
x = 0
y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP",
"P PPPP",
"P PPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
if col == "p":
p = Plant(x, y)
plants.append(p)
entities.add(p)
x += 32
y += 32
x = 0
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYDOWN and e.key == K_SPACE:
if space_num < 6:
space = True
space_num += 1
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_SPACE:
space = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
# update player, draw everything else
player.update(up, down, left, right, platforms, space)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
#def simple_camera(camera, target_rect):
# l, t, _, _ = target_rect
# _, _, w, h = camera
# return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(400, 400, 32, 32)
def update(self, up, down, left, right, platforms, space):
if space:
if not self.onGround:
self.yvel = -12
if self.onGround:
self.yvel = 0
else:
if up:
if self.onGround: self.yvel -= 10 # only jump if on the ground
if down:
pass
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 40: self.yvel = 40 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0: self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#DDDDDD"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("bush.png")
class Decoration(Entity):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Plant(Decoration):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((64, 64))
self.image.convert()
#self.image = pygame.image.load("bush.png")
self.rect = Rect(x, y, 64, 64)
if __name__ == "__main__":
main()
导入pygame
从pygame导入*
宽度=800
WIN_高度=640
半宽度=整数(半宽度/2)
半高=整数(赢高/2)
显示=(窗口宽度、窗口高度)
深度=32
标志=0
摄像机的松弛度=30
def main():
pygame.init()
screen=pygame.display.set_模式(显示、标志、深度)
#pygame.display.set_标题(“使用箭头移动!”)
timer=pygame.time.Clock()
向上=向下=左=右=空格=假
bg=表面((32,32))
bg.convert()
背景填充(颜色(“0094FF”))
entities=pygame.sprite.Group()
玩家=玩家(32,32)
平台=[]
植物=[]
空格_num=0
x=0
y=0
级别=[
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“P”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“ppppppppppppppppppp”,
“P PPPP”,
“P PPPP”,
“P PPPP”,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp,
“pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp
#建立水平
对于级别中的行:
对于行中的列:
如果col==“P”:
p=平台(x,y)
平台。附加(p)
实体.添加(p)
如果列==“E”:
e=退出锁定(x,y)
平台。附加(e)
实体.添加(e)
如果col==“p”:
p=工厂(x,y)
植物.附加(p)
实体.添加(p)
x+=32
y+=32
x=0
总水平宽度=长度(水平[0])*32
总高度=长度(高度)*32
照相机=照相机(复杂照相机、总水平宽度、总水平高度)
实体。添加(玩家)
而1:
计时器。滴答(60)
对于pygame.event.get()中的e:
如果e.type==QUIT:raisesystemexit,“QUIT”
如果e.type==KEYDOWN和e.key==K_ESCAPE:
升起系统出口,“逃生”
如果e.type==KEYDOWN和e.key==K_UP:
向上=正确
如果e.type==KEYDOWN和e.key==K_DOWN:
向下=真
如果e.type==KEYDOWN和e.key==K_LEFT:
左=真
如果e.type==KEYDOWN和e.key==K_RIGHT:
右=真
如果e.type==KEYDOWN和e.key==K_空间:
如果空格_num<6: