撞到头
本课属于 Coddy Pygame 学习旅程的“游戏世界”单元。第 17 课,共 36 课。
跳到平台下方时,玩家会穿过平台向上移动,然后落在平台顶上。实体平台应该挡住玩家的头部。向上移动时,vel_y 是负数,所以在垂直循环中添加另一种情况:
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0玩家的头部会移到墙的底部,并且两种情况下速度都会变为 0。碰撞后,重力会立刻让玩家开始下落。如果没有 vel_y = 0,玩家会继续尝试向上移动,并卡在平台下方,直到重力耗尽这次跳跃的效果。
vel_y 的正负表示玩家是从哪一侧接触墙壁的,就像 dx 对墙壁的作用一样:下落时,玩家碰到墙的顶部;上升时,则碰到墙的底部。
挑战
简单头部撞到平台时停止跳跃。
- 在垂直碰撞循环中,添加条件
vel_y < 0:player.top = wall.bottom。 - 在这两种情况下都设置
vel_y = 0,这样撞到平台时上升就会停止。
按“开始”并跳跃:头部会停在上方平台的下方。然后按“检查”。
亲手试试
import pygame
TILE = 36
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................",
"................",
"................",
"..........###...",
"................",
"................",
"...#####........",
"............#...",
"#....P......#..#",
"################",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Head Bump")
clock = pygame.time.Clock()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
block_img = pygame.image.load("assets/images/block.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()
walls = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
if char == "#":
walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
start = (col * TILE + TILE // 2, row * TILE + TILE)
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_LEFT]:
dx -= SPEED
if keys[pygame.K_RIGHT]:
dx += SPEED
player.x += dx
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if vel_y > 0:
player.bottom = wall.top
vel_y = 0
on_ground = True
for y in range(0, 360, 72):
for x in range(0, 576, 72):
screen.blit(background, (x, y))
for wall in walls:
screen.blit(block_img, wall)
screen.blit(player_img, player)
pygame.display.flip()
clock.tick(60)
pygame.quit()
游戏世界中的所有课
自己练习: Pygame 在线编辑器