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  • pygame-KidsCanCode系列jumpy-part4-弹跳

    终于要到弹跳环节了,向上弹跳其实很简单,按下空格触发时,只要把y轴速度给一个向上的速度即可。

    Player类,新加一个jump()方法:

        def jump(self):
            self.vel.y = -25
    

    调用该方法,会使方块具有向上25px的速度,然后由于重力依然在起作用,所以二者结合,就会形成向上弹跳的效果。

    然后在main.py中按空格键时,调用jump方法,为了更有趣味性,我们多加几个档板,而且为了简化代码,把档板的位置及长宽参数,都定义在settings.py中

    # game options
    
    SIZE = WIDTH, HEIGHT = 320, 480
    FPS = 60
    DEBUG = False
    
    TITLE = "Jumpy!"
    
    # Player properties
    PLAYER_ACC = 0.6
    PLAYER_GRAVITY = 2
    PLAYER_FRICTION = -0.06
    
    # 档板列表
    PLATFORM_LIST = [(0, HEIGHT - 30, WIDTH, 30),
                     (WIDTH / 2 - 50, HEIGHT * 0.75, 100, 15),
                     (WIDTH * 0.12, HEIGHT * 0.5, 60, 15),
                     (WIDTH * 0.65, 200, 80, 10),
                     (WIDTH * 0.5, 100, 50, 10)]
    
    # 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
    

    main.py内容如下:

    from part_04.sprites import *
    from part_04.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
    
        def new(self):
            self.all_sprites = pg.sprite.Group()
            self.platforms = pg.sprite.Group()
            self.player = Player(self)
            self.all_sprites.add(self.player)
    
            # 多放几块档板
            for plat in PLATFORM_LIST:
                p = Platform(*plat)
                self.all_sprites.add(p)
                self.platforms.add(p)
    
            self.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()
            hits = pg.sprite.spritecollide(self.player, self.platforms, False)
            if hits:
                self.player.pos.y = hits[0].rect.top
                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
                if event.type == pg.KEYDOWN:
                    if event.key == pg.K_SPACE:
                        # 按空格键时,向上跳
                        self.player.jump()
    
        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()
    

    效果如下:

    基本的弹跳实现了,但是有2个明显的问题:

    1. 可以在空中,不借助任何档板的情况下,连环跳,这不太合理,比较贴近现实的预期效果应该是,只在在档板上,才允许起跳,不能凭空跳跃。
    2. 向上跳时,如果上方有档板,永远不可能跳过档板,只要一接近档板,就自动吸附上去了(仔细看gif最后那段跳跃),这个看上去比较奇怪。

    原因如下:

    问题1,是因为jump方法中未作任何约束,不管什么时候调用,总是能获取向上的速度,可以改进为:检测方法是否站在档板上(仍然通过碰撞检测,方块站在档板上,肯定就发生了碰撞),只有站在档板上,调用jump时,才能获取向上的弹跳速度。

    问题2,是因为main.py中,一直在检测碰撞,向上跳的过程中,如果头顶有档板,一碰到档板,代码逻辑就强制把方块固定在档板上了(即:认为方块落在档板上了)。改进方法:仅在下降过程中,才做碰撞检测。

    调试后的sprites.py代码如下:

    from part_04.settings import *
    import pygame as pg
    import math
    
    vec = pg.math.Vector2
    
    
    class Player(pg.sprite.Sprite):
        def __init__(self, game):
            pg.sprite.Sprite.__init__(self)
            # 初始化时,要把Game类的实例传过来
            self.game = game
            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 jump(self):
            # 只有碰撞了,才能向上跳(即:只有Player站在档板上了,才能起跳)
            hits = pg.sprite.spritecollide(self, self.game.platforms, False)
            if hits:
                self.vel.y = -22
    
        def update(self):
            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
    
            #
            if math.fabs(self.rect.bottom - self.pos.y) >= 1:
                self.rect.bottom = self.pos.y
            self.rect.x = self.pos.x - self.width / 2
    
    
    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
    

    main.py代码如下:

    from part_04.sprites import *
    from part_04.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
    
        def new(self):
            self.all_sprites = pg.sprite.Group()
            self.platforms = pg.sprite.Group()
            self.player = Player(self)
            self.all_sprites.add(self.player)
    
            for plat in PLATFORM_LIST:
                p = Platform(*plat)
                self.all_sprites.add(p)
                self.platforms.add(p)
    
            self.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()
            # 只有向下落时,才做碰撞检测(防止向上跳时,被上方档板自动吸附)
            if self.player.vel.y > 0:
                hits = pg.sprite.spritecollide(self.player, self.platforms, False)
                if hits:
                    self.player.pos.y = hits[0].rect.top
                    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
                if event.type == pg.KEYDOWN:
                    if event.key == pg.K_SPACE:
                        self.player.jump()
    
        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()
    

    效果如下: 

     

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  • 原文地址:https://www.cnblogs.com/yjmyzz/p/ygame-kidscancode-part4-jump.html
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