Я делаю сетевую игру, которая включает генерацию случайных блоков. Игроки не должны иметь возможности перемещаться внутри блоков, поэтому я создал функцию обнаружения столкновений, чтобы остановить движение игрока внутри блока. Функция может остановить движение игрока в блок слева и сверху, но игроки все равно могут двигаться справа и снизу. У меня также есть еще одна проблема: с тех пор, как я сгенерировал блок, игрок движется очень медленно.
Это код класса Player:
class player:
def __init__(self, x, y, width, height, colour):
self.width = width # dimensions of player
self.height = height # dimensions of player
self.x = x # position on the screen
self.y = y # position on the screen
self.colour = colour # players colour
self.rect = (x, y, width, height) # all the players properties in one
self.speed = 2 # how far/fast you move with each key press
self.direction = ""
def draw(self, win):
pygame.draw.rect(win, self.colour, self.rect)
def move(self, platforms):
keys = pygame.key.get_pressed() # dictionary of keys - values of 0/1
if keys[pygame.K_LEFT]: # move left: minus from x position value
if self.x <= 5:
pass
else:
self.x -= self.speed
self.direction = "Left"
elif keys[pygame.K_RIGHT]: # move right: add to x position value
if self.x == 785:
pass
else:
self.x += self.speed
self.direction = "right"
elif keys[pygame.K_UP]: # move up: minus from y position value
if self.y <= 5:
pass
else:
self.y -= self.speed
self.direction = "up"
elif keys[pygame.K_DOWN]: # move down from
if self.y >= 785:
pass
else:
self.y += self.speed
self.direction = "down"
def update(self, platforms, direction):
self.collision_with_platform(platforms, direction)
self.rect = (self.x, self.y, self.width, self.height) # redefine where the player is
self.update(platforms, self.direction)
Это детектор столкновений:
def collision_with_platform(self, platforms, direction):
# evaluates if the player is inside a platform, moving the player to it's edge if so
for platform in platforms:
# checks if player's coordinates are inside the platform, for each platform
if platform.rect.left - 20 < self.x < platform.rect.left + 50:
if platform.rect.top - 20 < self.y < platform.rect.top + 50:
# if moving horizontally
if direction == "left" or direction == "right": # evaluates which side of the platform to move the player to
if direction == "left":
self.x = platform.rect.left + 10 # move to the right side
if direction == "right":
self.x = platform.rect.left - 10 # move to the left side
# if moving vertically
elif direction == "down" or direction == "up": # evaluates which side of the platform to move the player to
if direction == "down":
self.y = platform.rect.top - 10 # move to the top side
elif direction == "up":
self.y_pos = platform.rect.top + 50 # move to the bottom side
Вот как я генерирую платформы:
class Platform:
# represents a platform which the player can stand on
def __init__(self, left, top, width, height, colour):
self.rect = pygame.Rect(left, top, width, height) # square representing a single platform
self.colour = colour # platform's colour
def generate_platforms(probability):
# generates platforms randomly
points, platforms = [], []
# generates a list of all possible platform coordinates
# format of points : [(0,0), (0,1), (0,2), ..., (1,0), (1,1), (1,2), ...]
for x in range(0, 600):
for y in range(0, 600):
points.append((x, y))
# randomly selects platforms to create out of list of all possible platforms
for point in points:
if random.randint(1, 100) <= probability: # probability of each individual platform being created
platforms.append(Platform(point[0] * 50, point[1] * 50, 50, 50, (0, 0, 225)))
return platforms # returns the list of generated platforms
Это основная игра l oop:
def main(): # asking server for updates, checking for events
run = True
n = Network()
startPos = read_pos(n.getPos())
p = player(startPos[0], startPos[1], 10, 10, (255, 0, 0)) # connect, get starting position
p2 = player(0, 0, 10, 10, (0, 0, 255))
platforms = generate_platforms(25)
clock = pygame.time.Clock()
while run:
clock.tick(60)
p2Pos = read_pos(n.send(make_pos((p.x, p.y))))
p2.x = p2Pos[0]
p2.y = p2Pos[1]
p2.update(platforms, p.direction)
for event in pygame.event.get():
if event.type == pygame.QUIT: # quitting condition
run = False
pygame.quit()
p.move(platforms) # move character based off what keys are being pressed
redrawWindow(win, p, p2, platforms)