落在平台上
本课属于 Coddy Pygame 学习旅程的“游戏世界”单元。第 16 课,共 36 课。
现在让墙壁支撑玩家。修正横向移动后,再沿 y 轴移动,并用同样的方法修正这次移动:如果玩家下落时与墙壁重叠,就把玩家的脚放到墙壁顶部。
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每一帧开始时,on_ground 都会设为 False,只有落地时才会变为 True。走下平台边缘后,下一帧玩家下方就没有东西了,因此玩家会下落,并且无法在空中跳跃。
这会替换 FLOOR 这一行:地图的最底下一行和其他墙壁一样,都是地面。重力会让玩家每一帧向下陷入地面 1 个像素,而落地检测会把玩家抬回去,因此玩家会保持站立。
挑战
中等让玩家落在平台上。
- 删除
FLOOR行测试。 - 在
player.y += vel_y之后,将on_ground = False,然后遍历walls。 - 对于玩家碰到的每面墙,如果
vel_y > 0:player.bottom = wall.top、vel_y = 0、on_ground = True。
按“开始”:玩家会落在下方的平台上。然后点击“检查”。
亲手试试
import pygame
TILE = 36
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
FLOOR = 324
LEVEL = [
"................",
"................",
"................",
"....P.....###...",
"................",
"................",
"...####.........",
"............#...",
"#.......#...#..#",
"################",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Landing")
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
if player.bottom > FLOOR:
player.bottom = FLOOR
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