Python Pygame';s collide rect不是';注意不到的碰撞

Python Pygame';s collide rect不是';注意不到的碰撞,python,python-3.x,pygame,Python,Python 3.x,Pygame,在此之前,我使用代码说“每个按钮按下它都会移动”,但现在我将其更改为“当你按下按钮时,它会朝一个方向移动,直到进一步的指示”,但现在colliderect不起作用。它以前工作过,我还是新来的pygame。我发现了一些类似的问题,但我认为我已经做到了提问者所做的事情。任何帮助都可以接受 import pygame, sys, random from pygame.locals import * from time import sleep pygame.init() def render():

在此之前,我使用代码说“每个按钮按下它都会移动”,但现在我将其更改为“当你按下按钮时,它会朝一个方向移动,直到进一步的指示”,但现在colliderect不起作用。它以前工作过,我还是新来的
pygame
。我发现了一些类似的问题,但我认为我已经做到了提问者所做的事情。任何帮助都可以接受

import pygame, sys, random
from pygame.locals import *
from time import sleep
pygame.init()

def render():
    windowSurface.fill(black)
    player = pygame.Rect(225 + xmod,450 - ymod,30,30)
    pygame.draw.rect(windowSurface,white,player)
    pygame.draw.rect(windowSurface,white,wall_1)
    pygame.draw.rect(windowSurface,white,wall_2)
    pygame.display.update()

black = (0,0,0)
white = (255,255,255)
windowSurface = pygame.display.set_mode((500, 500),0,32)
windowSurface.fill(black)
xmod = 0
ymod = 0
direction = 'none'
player = pygame.Rect(225 + xmod,450 - ymod,30,30)
wall_1 = pygame.Rect(0,225,250,50)
wall_2 = pygame.Rect(300,250,200,50)
render()

while True:
    render()
    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_LEFT:
                direction = 'left'
            if event.key == K_RIGHT:
                direction = 'right'
            if event.key == K_UP:
                direction = 'up'
            if event.key == K_DOWN:
                direction = 'down'
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
    if player.colliderect(wall_1) or player.colliderect(wall_2):
        xmod = 0
        ymod = 0
        player = pygame.Rect(225 + xmod,450 - ymod,30,30)
        render()
        print('again')
    if direction == 'left':
        xmod -= 1
        sleep(0.004)
    if direction == 'right':
        xmod += 1
        sleep(0.004)
    if direction == 'up':
        ymod += 1
        sleep(0.004)
    if direction == 'down':
        ymod -= 1
        sleep(0.004)

您从不更新全局
player
变量,因此它将保持在其原始坐标。在
render
函数中,创建一个新的rect并将其分配给本地
player
变量,但它与用于碰撞检测的全局
player
不同

我建议为速度
speed\ux,speed\uy
添加变量,并将它们添加到
player.x
.y
属性的每一帧中,以直接移动矩形

可以删除
render
函数中的本地
player
rect

import sys
import pygame
from pygame.locals import *


pygame.init()

def render():
    windowSurface.fill(black)
    pygame.draw.rect(windowSurface, white, wall_1)
    pygame.draw.rect(windowSurface, white, wall_2)
    pygame.draw.rect(windowSurface, white, player)
    pygame.display.update()


black = (0,0,0)
white = (255,255,255)
windowSurface = pygame.display.set_mode((500, 500),0,32)
clock = pygame.time.Clock()  # A clock to limit the frame rate.

player = pygame.Rect(225, 450, 30, 30)
wall_1 = pygame.Rect(0,225,250,50)
wall_2 = pygame.Rect(300,250,200,50)

speed_x = 0
speed_y = 0

while True:
    # Handle events.
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        elif event.type == KEYDOWN:
            if event.key == K_LEFT:
                speed_x = -5
                speed_y = 0
            elif event.key == K_RIGHT:
                speed_x = 5
                speed_y = 0
            elif event.key == K_UP:
                speed_y = -5
                speed_x = 0
            elif event.key == K_DOWN:
                speed_y = 5
                speed_x = 0

    # Add the speed to the x and y attributes to move the rect.
    player.x += speed_x
    player.y += speed_y

    # Game logic.
    if player.colliderect(wall_1) or player.colliderect(wall_2):
        player = pygame.Rect(225, 450, 30, 30)
        print('again')

    # Render everything.
    render()

    clock.tick(60)  # Limit the frame rate to 60 FPS.

首先,对不起,我是pygame新手,我不知道如何更新全局玩家变量,而且,我不想要你的keyup函数,因为它应该很难通过墙中的间隙。我的印象是你想要避免自动移动。我已经编辑了答案。谢谢!这很有帮助。