Python 从Pygame中的一个组中获取特定的精灵

Python 从Pygame中的一个组中获取特定的精灵,python,python-3.x,pygame,Python,Python 3.x,Pygame,我正试图在碰撞组中找到某个精灵。在这种情况下,我的代码会检查每个平台,看玩家是否在触摸它。如果玩家正在触摸平台,我希望玩家的底部y变成平台(玩家正在触摸的)顶部y。我不知道如何获取某个平台,并编辑该平台的属性。我将如何编辑代码以使其工作 import pygame import random WIDTH = 500 HEIGHT = 400 FPS = 30 WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN

我正试图在碰撞组中找到某个精灵。在这种情况下,我的代码会检查每个平台,看玩家是否在触摸它。如果玩家正在触摸平台,我希望玩家的底部y变成平台(玩家正在触摸的)顶部y。我不知道如何获取某个平台,并编辑该平台的属性。我将如何编辑代码以使其工作

import pygame
import random

WIDTH  = 500
HEIGHT = 400
FPS = 30

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)

playerImage = "blockBandit/BlockBandit.png"

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image = pygame.image.load(playerImage).convert()
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH / 2, HEIGHT / 2)
        self.vx = 0
        self.vy = 0

class Platform(pygame.sprite.Sprite):
    def __init__(self, x, y, w, h):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((w, h))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Block Bandit")
clock = pygame.time.Clock()

allPlatforms = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
player = Player()
p1 = Platform(0, HEIGHT - 40, WIDTH, 40)
all_sprites.add(p1)
allPlatforms.add(p1)
all_sprites.add(player)


def moveCharacter(object):
    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT]:
        object.vx += -2
    if keys[pygame.K_RIGHT]:
        object.vx += 2
    if keys[pygame.K_UP]:
        object.vy -= 12
        pygame.quit()

    object.vx = object.vx * 0.9

    if abs(object.vx) < 1:
        object.vx = 0

    if abs(object.vx) > 10:
        if object.vx < 0:
            object.vx = -10
        else:
            object.vx = 10

    object.vy = object.vy + 1
    object.rect.x += object.vx
    object.rect.y += object.vy

    hits = pygame.sprite.spritecollide(object, allPlatforms, False)
    if hits:
        # object.rect.y = hits[0].rect.midbottom
        object.rect.y -= 1
        object.vy = 0
        if object.rect.bottom < allPlatforms.top:
            object.rect.y = allPlatforms.top
    print(object.rect.midbottom)

running = True

while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    moveCharacter(player)
    # Update State
    all_sprites.update()

    # Render
    screen.fill(BLACK)
    all_sprites.draw(screen)

    # screen.blit(player.icon, (20, 40))
    pygame.display.flip()

pygame.quit()
导入pygame
随机输入
宽度=500
高度=400
FPS=30
白色=(255,255,255)
黑色=(0,0,0)
红色=(255,0,0)
绿色=(0,255,0)
蓝色=(0,0255)
playerImage=“blockBandit/blockBandit.png”
职业玩家(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=pygame.Surface((50,50))
self.image=pygame.image.load(playerImage.convert())
self.rect=self.image.get_rect()
self.rect.center=(宽度/2,高度/2)
self.vx=0
self.vy=0
类平台(pygame.sprite.sprite):
定义初始值(self,x,y,w,h):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=pygame.Surface((w,h))
self.image.fill(绿色)
self.rect=self.image.get_rect()
self.rect.x=x
自校正y=y
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_模式((宽度、高度))
pygame.display.set_标题(“Block Bandit”)
clock=pygame.time.clock()
allPlatforms=pygame.sprite.Group()
all_sprites=pygame.sprite.Group()
player=player()
p1=平台(0,高度-40,宽度40)
所有精灵。添加(p1)
所有平台。添加(p1)
所有精灵。添加(玩家)
定义移动字符(对象):
keys=pygame.key.get_pressed()
如果键[pygame.K_左]:
object.vx+=-2
如果键[pygame.K_RIGHT]:
object.vx+=2
如果键[pygame.K_UP]:
object.vy-=12
pygame.quit()
object.vx=object.vx*0.9
如果abs(object.vx)<1:
object.vx=0
如果abs(object.vx)>10:
如果object.vx<0:
object.vx=-10
其他:
object.vx=10
object.vy=object.vy+1
object.rect.x+=object.vx
object.rect.y+=object.vy
hits=pygame.sprite.spritecollide(对象,所有平台,False)
如果点击:
#object.rect.y=点击[0]。rect.midbottom
object.rect.y-=1
object.vy=0
如果object.rect.bottom
hits
是碰撞平台精灵的列表,因此您可以使用
for
循环对其进行迭代,并将
对象.rect.bottom
设置为
平台.rect.top

hits = pygame.sprite.spritecollide(object, allPlatforms, False)
for platform in hits:
    object.vy = 0
    object.rect.bottom = platform.rect.top

旁注:不要对变量使用内置名称,如
object
。非常感谢!我完全忘记了循环!