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  • pygame-KidsCanCode系列jumpy-part3-重力及碰撞检测

    这个游戏叫jumpy,大致玩法就是模拟超级玛丽一样,可以不停在各个档板上跳动,同时受到重力的作用,会向下掉,如果落下时,没有站在档板上,就挂了。

    这节,我们加入重力因素,继续改造sprites.py

    from part_03.settings import *
    import pygame as pg
    
    vec = pg.math.Vector2
    
    
    class Player(pg.sprite.Sprite):
        def __init__(self):
            pg.sprite.Sprite.__init__(self)
            self.image = pg.Surface((30, 30))
            self.image.fill(YELLOW)
            self.rect = self.image.get_rect()
            self.rect.center = WIDTH / 2, HEIGHT / 2
            self.pos = self.rect.center
            self.vel = vec(0, 0)
            self.acc = vec(0, 0)
            self.width = self.rect.width
            self.height = self.rect.height
    
        def update(self):
            # 初始化时,垂直方向加入重力加速度
            self.acc = vec(0, PLAYER_GRAVITY)
            keys = pg.key.get_pressed()
            if keys[pg.K_LEFT]:
                self.acc.x = -PLAYER_ACC
            if keys[pg.K_RIGHT]:
                self.acc.x = PLAYER_ACC
    
            self.acc.x += self.vel.x * PLAYER_FRICTION
    
            self.vel += self.acc
            self.pos += self.vel
    
            if self.rect.left > WIDTH:
                self.pos.x = 0 - self.width / 2
            if self.rect.right < 0:
                self.pos.x = WIDTH + self.width / 2
            # 碰撞后,方块底部要停在档板上,所以要改成rect.midbottom
            self.rect.midbottom = self.pos
    
    
    # 档板类
    class Platform(pg.sprite.Sprite):
        def __init__(self, x, y, w, h):
            pg.sprite.Sprite.__init__(self)
            self.image = pg.Surface((w, h))
            self.image.fill(GREEN)
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y
    

    新建了一个Platform类,用来模拟档板,其实就是一个绿色的长矩形条;其次Player在update中,acc加速度初始化时,引入了垂直方向的加速度,其值仍然在settings.py中定义:

    # game options
    
    SIZE = WIDTH, HEIGHT = 360, 480
    FPS = 60
    DEBUG = True
    
    TITLE = "Jumpy!"
    
    # Player properties
    PLAYER_ACC = 0.5
    PLAYER_GRAVITY = 0.5  # 重力加速度
    PLAYER_FRICTION = -0.06
    
    # define color
    BLACK = 0, 0, 0
    WHITE = 255, 255, 255
    RED = 255, 0, 0
    GREEN = 0, 255, 0
    BLUE = 0, 0, 255
    YELLOW = 255, 255, 0
    

     然后在main.py中使用这个Platform类:

    from part_03.sprites import *
    from part_03.settings import *
    
    
    class Game:
    
        def __init__(self):
            pg.init()
            pg.mixer.init()
            self.screen = pg.display.set_mode(SIZE)
            pg.display.set_caption(TITLE)
            self.clock = pg.time.Clock()
            self.running = True
            self.playing = False
            self.p1 = object
    
        def new(self):
            self.all_sprites = pg.sprite.Group()
            # 创建一个档板Group
            self.platforms = pg.sprite.Group()
            self.player = Player()
            self.all_sprites.add(self.player)
            # 加入2个档板实例
            self.p1 = Platform(0, HEIGHT - 40, WIDTH, 40)
            p2 = Platform(WIDTH / 2 - 50, HEIGHT / 2 + 100, 100, 20)
            self.all_sprites.add(self.p1)
            self.all_sprites.add(p2)
            self.platforms.add(self.p1)
            self.platforms.add(p2)
            g.run()
    
        def run(self):
            self.playing = True
            while self.playing:
                self.clock.tick(FPS)
                self.events()
                self.update()
                self.draw()
    
        def update(self):
            self.all_sprites.update()
            # 碰撞检测
            hits = pg.sprite.spritecollide(self.player, self.platforms, False)
            if hits:
                self.player.pos.y = hits[0].rect.top
                # 碰撞后,将player 垂直方向的速度归0(否则物体还是会继续向下掉)
                self.player.vel.y = 0
    
        def events(self):
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    if self.playing:
                        self.playing = False
                    self.running = False
    
        def draw(self):
            self.screen.fill(BLACK)
            self.all_sprites.draw(self.screen)
            self.debug()
            pg.display.flip()
    
        def debug(self):
            if DEBUG:
                font = pg.font.SysFont('Menlo', 25, True)
                pos_txt = font.render(
                    'Pos:(' + str(round(self.player.pos.x, 2)) + "," + str(round(self.player.pos.y, 2)) + ")", 1, GREEN)
                vel_txt = font.render(
                    'Vel:(' + str(round(self.player.vel.x, 2)) + "," + str(round(self.player.vel.y, 2)) + ")", 1, GREEN)
                acc_txt = font.render(
                    'Acc:(' + str(round(self.player.acc.x, 2)) + "," + str(round(self.player.acc.y, 2)) + ")", 1, GREEN)
                self.screen.blit(pos_txt, (20, 10))
                self.screen.blit(vel_txt, (20, 40))
                self.screen.blit(acc_txt, (20, 70))
                pg.draw.line(self.screen, WHITE, (0, HEIGHT / 2), (WIDTH, HEIGHT / 2), 1)
                pg.draw.line(self.screen, WHITE, (WIDTH / 2, 0), (WIDTH / 2, HEIGHT), 1)
    
        def show_start_screen(self):
            pass
    
        def show_go_screen(self):
            pass
    
    
    g = Game()
    g.show_start_screen()
    while g.running:
        g.new()
        g.show_go_screen()
    
    pg.quit()
    

    这里使用到了spritecollide这个超级好用的方法,可以很轻松的搞定碰撞检测。

    如果仔细观察的话,会发现一个小问题,方块掉到档板上后,一直在上下轻微晃动,从Vel的调试输出值,也能看到y方向的速度,一直在0.5和0之间切换。原因在于:Player的update()方法,初始化时,给了acc在y方向0.5的加速度(具体值在settings.py中通过PLAYER_GRAVITY定义), 这个0.5,直到碰撞后,在main.py中,才通过self.player.pos.y = hits[0].rect.top纠正回来,即代码先物体向下落0.5px, 然后再强制重新调整位置,让它向上拉0.5px.

    改进方法:将sprites.py中Player的update()方法改成下面这样

        def update(self):
            # 初始化时,垂直方向加入重力加速度
            self.acc = vec(0, PLAYER_GRAVITY)
            keys = pg.key.get_pressed()
            if keys[pg.K_LEFT]:
                self.acc.x = -PLAYER_ACC
            if keys[pg.K_RIGHT]:
                self.acc.x = PLAYER_ACC
    
            self.acc.x += self.vel.x * PLAYER_FRICTION
    
            self.vel += self.acc
            self.pos += self.vel
    
            if self.rect.left > WIDTH:
                self.pos.x = 0 - self.width / 2
            if self.rect.right < 0:
                self.pos.x = WIDTH + self.width / 2
    
            # self.rect.midbottom = self.pos
            # 校正0.5px上下抖动的问题
            if abs(self.rect.bottom - self.pos.y) >= 1:
                self.rect.bottom = self.pos.y
            self.rect.x = self.pos.x - self.width / 2
    

    即:最后三行,先判断下y轴方向的位置变化量,只有>=1px的情况下才更新,再运行下 

    已经没有刚才的抖动问题。注:个人感觉这更像是pygame在渲染机制上的一个缺陷,只有0.5px这种不足1px的位移,才会有这个问题,同学们可以尝试把PLAYER_GRAVITY从0.5改成2(即:让每次的y轴位移>1px),也不会有抖动问题。

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  • 原文地址:https://www.cnblogs.com/yjmyzz/p/ygame-kidscancode-part3-gravity-and-collision-detect.html
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