Изменение функции createmap()
на что-то подобное создаст 5-пиксельный буфер на буфере вашей карты. Причина, по которой я сделал это 5 пикселей, заключается в том, что именно так движется ваш персонаж.
Я бы посоветовал ввести какое-то фактическое столкновение символов, чтобы проверить, не превышаете ли вы ограничения вне зависимости от скорости.
РЕДАКТИРОВАТЬ: я включил полный код после внесенных изменений Сделано легче понять, если я покажу им.
Я изменил ваши списки изображений на списки, так как их проще так называть. Сетка, которую вы просили, 30х30. Поскольку вы указали ширину ячейки 32x32, я изменил карту на 960 x 960.
Я расширил ваш метод перемещения, чтобы проверить наличие столкновения, чтобы увидеть, может ли оно двигаться раньше, чем это происходит. Я также удалил вашу функцию redraw()
, так как было проще переместить перерисовку вниз. Если вы sh, вы можете добавить его обратно, но для этого примера я удалил его.
import pygame
# Based on the paths in your image
# This should work for your image paths
image = pygame.image.load('model/standing1.png')
Standing = pygame.transform.scale(image, (32, 32))
image = pygame.image.load('map/floor.jpg')
Floor = pygame.transform.scale(image, (32, 32))
image = pygame.image.load('map/rightwall.png')
wallRight = pygame.transform.scale(image, (32, 32))
walkLeft = []
walkRight = []
walkUp = []
walkDown = []
for i in range(1, 19):
image = pygame.image.load('model/r' + str(i) + '.png')
walkRight.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/l' + str(i) + '.png')
walkLeft.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/u' + str(i) + '.png')
walkUp.append(pygame.transform.scale(image, (32, 32)))
image = pygame.image.load('model/d' + str(i) + '.png')
walkDown.append(pygame.transform.scale(image, (32, 32)))
class struc_Tile():
def __init__(self, block_path):
self.block_path = block_path
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.walkCount = 0
# do something like this with your images
# if you keep your lists in a dict you can avoid
# all your boolean direction variables and
# the lengthy if else statement
self.images = {}
self.images['walkleft'] = walkLeft[:]
self.images['walkright'] = walkRight[:]
self.images['walkup'] = walkUp[:]
self.images['walkdown'] = walkDown[:]
def draw(self, screen, direction):
if self.walkCount + 1 >= 18:
self.walkCount = 0
# since standing is not in your dict check for that first
if direction == 'standing':
screen.blit(Standing, (self.x,self.y))
self.walkCount = 0
else:
screen.blit(self.images[direction][self.walkCount], (self.x,self.y))
self.walkCount += 1
def can_move(self, dx, dy):
# with the buffer created around the border of the map
# you shouldn't have issues with
# index out of bounds exceptions
# EDIT: added better collision
new_x = self.x + dx
new_y = self.y + dy
if gamemap[new_x][new_y].block_path == False:
if gamemap[new_x + cellWidth][new_y].block_path == False:
if gamemap[new_x][new_y + cellHeight].block_path == False:
if gamemap[new_x + cellWidth][new_y + cellHeight].block_path == False:
self.x += dx
self.y += dy
return True
def createmap():
newmap = [[struc_Tile(False) for y in range(0, mapHeight)] for x in range (0,mapWidth)]
# give our upper/left borders a cell width buffer
# and our bottom/right borders a 2 cell width buffer
# since blit uses the upper left corner this should account
# for the sprite width
# EDIT: Fixed this to accommodate the better collision
for x in range(0, mapWidth):
for y in range (0, mapHeight):
if y < 32 or y + cellWidth >= mapHeight:
newmap[x][y].block_path = True
elif x < 32 or x + cellWidth >= mapWidth:
newmap[x][y].block_path = True
return newmap
def drawmap(maptodraw):
# only blit at cellwidth and height intervals
for x in range(0, mapWidth, cellWidth):
for y in range(0, mapHeight, cellHeight):
if maptodraw[x][y].block_path == True:
screen.blit(wallRight, (x, y))
else:
screen.blit(Floor, (x, y))
# Added this function which lets you block or unblock a cell
# simply call like gamemap = block_element(5, 10, gamemap)
# this will block the 6th cell on the x axis and 11th on the y axis
# to unblock a cell call it with block=False
def block_element(x, y, maptoblock, block=True):
x_cells = int(mapWidth / cellWidth)
y_cells = int(mapHeight / cellHeight)
start_x = int(x * cellWidth)
start_y = int(y * cellHeight)
end_x = start_x + cellWidth
end_y = start_y + cellHeight
print(start_x, end_x)
if x >= 0 and x < x_cells:
if y >= 0 and y < y_cells:
for x in range(start_x, end_x):
for y in range(start_y, end_y):
maptoblock[x][y].block_path = block
return maptoblock
pygame.init()
mapHeight = 960
mapWidth = 960
cellWidth = 32
cellHeight = 32
screen = pygame.display.set_mode((mapWidth, mapHeight))
gamemap = createmap()
# blocking/unblocking example
gamemap = block_element(5, 10, gamemap)
gamemap = block_element(0, 8, gamemap, block=False)
gamemap = block_element(0, 9, gamemap, block=False)
clock = pygame.time.Clock()
character = player(64, 64, 32, 32)
run = True
while run:
clock.tick(18)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# I just used fill since I didn't have a bg image handy
screen.fill((0, 0, 0))
drawmap(gamemap)
# handle the keypresses
# first check if the character can move that much
# then draw the movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and character.can_move(0 - character.vel, 0):
character.draw(screen, 'walkleft')
elif keys[pygame.K_RIGHT] and character.can_move(character.vel, 0):
character.draw(screen, 'walkright')
elif keys[pygame.K_UP] and character.can_move(0, 0 - character.vel):
character.draw(screen, 'walkup')
elif keys[pygame.K_DOWN] and character.can_move(0, character.vel):
character.draw(screen, 'walkdown')
else:
character.draw(screen, 'standing')