У меня проблема с моим кодом. Итак, я хотел бы создать платформерскую игру в Pygame. Но я испытываю немало трудностей, создавая коллизию между игроком и платформой.
Я попытался упростить мне задачу, создав хитбоксы. Так что, когда игрок касается платформы, возвращается «хороший». Но я не могу заставить его создать код для того, что происходит, когда игрок переходит на платформу Hitbox. Я надеюсь, что кто-то может помочь мне с этим.
Это мой код:
import pygame
pygame.init()
#create the window and give the Game a name
window = pygame.display.set_mode((700, 480))
pygame.display.set_caption("Untitled Project")
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg1.png')
char = pygame.image.load('standing.png')
platform1 = pygame.image.load('p1.png')
clock = pygame.time.Clock()
#Make everything an attribut in a class/ not global anymore
class player(object):
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 10
self.standing = True
self.on_platform = False
self.hitbox = (self.x + 17, self.y + 11, 29, 52) #x, y, width, height
#draw out character
def draw(self, window):
if self.walkCount + 1 >= 27:
self.walkCount = 0
if not(self.standing):
if self.left:
window.blit(walkLeft[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
elif self.right:
window.blit(walkRight[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
if self.right:
window.blit(walkRight[0], (self.x, self.y))
else:
window.blit(walkLeft[0], (self.x, self.y))
self.hitbox = (self.x + 17, self.y + 11, 29, 52)
pygame.draw.rect(window, (255,0,0), self.hitbox, 2)
class projectile(object):
def __init__(self,x,y,radius,color,facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self, window):
pygame.draw.circle(window, self.color, (self.x, self.y), self.radius, 1)
class enemy(object):
walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = (x, end)
self.walkCount = 0
self.vel = 3
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
def draw(self, window):
self.move()
if self.walkCount + 1 >= 33:
self.walkCount = 0
if self.vel > 0:
window.blit(self.walkRight[self.walkCount//3], (self.x, self.y)) #// 3 so we are not moving to fast
self.walkCount += 1
else:
window.blit(self.walkLeft[self.walkCount//3], (self.x, self.y))
self.walkCount += 1
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
pygame.draw.rect(window, (255, 0, 0), self.hitbox, 2)
def move(self):
if self.vel > 0:
if self.x < self.path[1] + self.vel:
self.x += self.vel
else:
self.vel = self.vel * -1
self.x += self.vel
self.walkCount = 0
else:
if self.x > self.path[0] - self.vel:
self.x += self.vel
else:
self.vel = self.vel * -1
self.x += self.vel
self.walkCount = 0
def hit(self):
print('Nice Shot!')
pass
class platform(object):
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 0
self.hitbox = (self.x, self.y + 23, 130 , 70)
def draw(self, window):
window.blit(platform1, (self.x, self.y))
pygame.draw.rect(window, (255, 0, 0), self.hitbox, 2)
def redrawGameWindow(): #display it on the window
window.blit(bg, (0,0))
man.draw(window)
goblin.draw(window)
p1.draw(window)
for bullet in bullets:
bullet.draw(window)
pygame.display.update()
#MainLoop
man = player(200, 410, 64, 64)
goblin = enemy(100, 410, 64, 64, 350)
shootLoop = 0
p1 = platform(150, 280, 60, 20)
bullets = []
run = True
while run:
clock.tick(27)
if shootLoop > 0:
shootLoop += 1
if shootLoop > 3:
shootLoop = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
goblin.hit()
bullets.pop(bullets.index(bullet))
if bullet.x < 700 and bullet.x > 0: #not off the screen with our bullets
bullet.x += bullet.vel #bullet will move in the direction we wet it to go
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and shootLoop == 0:
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 5:
bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height // 2), 6, (234, 137, 154), facing)) #bullet is coming from the middle of the man
shootLoop = 1
if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 700 - man.width - man.vel:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True #is he looking right or looking left
man.walkCount = 0
if man.hitbox[1] < p1.hitbox[1] and man.hitbox[0] > p1.hitbox[0] and man.hitbox[0] < p1.hitbox[0]+ p1.hitbox[2]:
man.on_platform = True
print('nice')
if not (man.isJump):
if keys[pygame.K_UP]:
man.isJump = True
man.right = False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -10:
if not(man.on_platform):
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
neg = 1
if man.jumpCount < 0:
neg = -1
if man.hitbox[1] < p1.hitbox[1]:
man.y -= (man.jumpCount ** 2) * 0.5 * neg
elif man.hitbox[1] == p1.hitbox[1]:
man.isJump = False
man.jumpCount = 10
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10
redrawGameWindow()
pygame.quit()
if __name__ == "__main__":
main()