Python3,pygame 2D平台,起始位置(繁殖),跳跃切割

Python3,pygame 2D平台,起始位置(繁殖),跳跃切割,python,pygame,Python,Pygame,玩家和怪物的起始位置不能正常工作。当我在SPRITES、Mob(即代码atm)中取出该行时,该位置与“new”中的地图阅读器一起工作。由于某种原因,玩家和暴徒的起始pos为0,0。我想这和pos有关 我曾经尝试过合并一些不同的教程,我已经走了这么远,但现在我被困在起始位置,在关键点时做了一个跳投。有什么想法吗?所有代码都在下面,在我的计算机上,它们在不同的文件中 祝福 MAIN.PY: import pygame as pg #make alias for pygame as pg import

玩家和怪物的起始位置不能正常工作。当我在SPRITES、Mob(即代码atm)中取出该行时,该位置与“new”中的地图阅读器一起工作。由于某种原因,玩家和暴徒的起始pos为0,0。我想这和pos有关

我曾经尝试过合并一些不同的教程,我已经走了这么远,但现在我被困在起始位置,在关键点时做了一个跳投。有什么想法吗?所有代码都在下面,在我的计算机上,它们在不同的文件中

祝福

MAIN.PY:

import pygame as pg #make alias for pygame as pg
import sys

#Import settings from file settings.py
from settings import *
from sprites import *
from tilemap import *
from os import path

class Game:
    def __init__(self):
        super().__init__()
        #init gamewindow
        pg.init()
        pg.mixer.init()
        self.screen = pg.display.set_mode((WIDTH, HEIGHT))
        pg.display.set_caption(TITLE)
        self.clock = pg.time.Clock()
        self.font_name = pg.font.match_font(FONT_NAME)
        pg.key.set_repeat(500, 100)
        self.running = True
        self.load_data()

    def load_data(self): #load map from txt file
        game_folder = path.dirname(__file__)
        img_folder = path.join(game_folder, 'img')
        self.map = Map(path.join(game_folder, 'map.txt'))
        #player image
        self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha()
        self.player_img = pg.transform.scale(self.player_img, (60, 80))
        #monster image
        self.mob_img = pg.image.load(path.join(img_folder, MOB_IMG)).convert_alpha()
        self.mob_img = pg.transform.scale(self.mob_img, (60, 80))
        #background image
        self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha()
        self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE))

    def new(self): #start a new game, load map, place player
        self.all_sprites = pg.sprite.Group()
        self.walls = pg.sprite.Group()
        self.mobs = pg.sprite.Group()
        for row, tiles in enumerate(self.map.data):
            for col, tile in enumerate(tiles):
                if tile == '1':
                    Wall(self, col, row)
                if tile == 'M':
                    Mob(self, col, row)
                if tile == 'P':
                    Player(self, col, row)
                    self.player = Player(self, col, row)

        self.camera = Camera(self.map.width, self.map.height)
        self.run()


    def run(self):
        #gameloop

    def update(self): #gameloop update
        self.all_sprites.update()
        if self.player.rect.bottom > self.map.height + TILESIZE * 5:
            self.playing = False
        self.camera.update(self.player) #follows the sprite, change player to other sprite to follow it

        # Gravity
        self.calc_grav()

        # Move left/right
        self.player.rect.x += self.player.change_x

        # See if we hit anything
        block_hit_list = pg.sprite.spritecollide(self.player, self.walls, False)
        for block in block_hit_list:
            # If we are moving right,
            # set our right side to the left side of the item we hit
            if self.player.change_x > 0:
                self.player.rect.right = block.rect.left
            elif self.player.change_x < 0:
                # Otherwise if we are moving left, do the opposite.
                self.player.rect.left = block.rect.right

        # Move up/down
        self.player.rect.y += self.player.change_y

        # Check and see if we hit anything
        block_hit_list = pg.sprite.spritecollide(self.player, self.walls, False)
        for block in block_hit_list:

            # Reset our position based on the top/bottom of the object.
            if self.player.change_y > 0:
                self.player.rect.bottom = block.rect.top
            elif self.player.change_y < 0:
                self.player.rect.top = block.rect.bottom

            # Stop our vertical movement
            self.player.change_y = 0

    def calc_grav(self):
        """ Calculate effect of gravity. """
        if self.player.change_y == 0:
            self.player.change_y = 1
        else:
            self.player.change_y += PLAYER_GRAVITY

    def events(self): #update game events

                if event.key == pg.K_SPACE:
                    self.player.jump()

            if event.type == pg.KEYUP:

    def draw(self): #game loop draw
        for sprite in (self.all_sprites):
            self.screen.blit(sprite.image, self.camera.apply(sprite))
        pg.display.flip()

    def draw_text(self, text, size, color, x, y):
        font = pg.font.Font(self.font_name, size)
        text_surface = font.render(text, True, color)
        text_rect = text_surface.get_rect()
        text_rect.midtop = (x, y)
        self.screen.blit(text_surface, text_rect)
SETTINGS.PY:

# Game options and settings
#Player settings
PLAYER_IMG = 'frame-1.png'
PLAYER_GRAVITY = 0.6
PLAYER_JUMP = -16

#Monster settings
MOB_IMG = 'monster.png'
MOB_SPEED = 150

我发现了两个问题:

Player
类中,必须设置矩形的中心。默认情况下,新创建的矩形具有
topeft
坐标(0,0)

class Player(pg.sprite.Sprite):
    def __init__(self, game, x, y):
        # ...
        self.pos = vec(x, y) * TILESIZE
        # Set the center of the rect to the self.pos vector.
        self.rect = self.image.get_rect(center=self.pos)
游戏
类中,您将创建两个
玩家
实例。只需删除这一行
播放器(self、col、row)


Mob
s似乎在正确的位置生成。如果还有其他问题,请告诉我。

如果我理解正确,您的问题在于:

self.pos = self.vel * self.game.dt + 0.5 * self.acc * self.game.dt ** 2
这基本上是说:

pos = vt + ½at²
您忘记了pos0,初始位置。应该是

pos = pos + vt + ½at²
或者只是

pos += vt + ½at²

请将您的代码减少到最小值。这里没有人想调试数百行未知代码。我会这样做的,谢谢你的反馈。它修复了播放器放置的问题!谢谢这修复了移动pos生成和移动的问题!谢谢
pos = pos + vt + ½at²
pos += vt + ½at²