как мне заставить мой класс лавы подниматься, как лава? - PullRequest
0 голосов
/ 02 августа 2020

Итак, я пытался заставить мой класс лавы подниматься, как лава, но я не могу, проблема, с которой я столкнулся, заключается в том, что лава перемещается только тогда, когда это делает игрок.

Пример проблемы: показано на видео: https://gyazo.com/5fd6f49900a5cf2e461ee092b536252c

Как вы можете видеть из моего короткого видео, лава никогда не догоняет игрока и будет двигаться только тогда, когда игрок это сделает. Я попытался поставить на него ключ, но я не хочу этого, я хочу, чтобы он двигался сам по себе, я также пробовал сделать его только прокручиваемым вверх и только прокручивая его вниз, но это также не будет работать, каждый раз, когда я получить те же результаты, ведь он движется только тогда, когда это делает игрок.

Это мой код:

# this makes you scroll up
if player1.y < 250:
    player1.y += 1
    # platforms
    for platform in platforms:
        platform.y += player1.speed

    for item in items:
        item.y += player1.speed

    for wall in walls:
        wall.y += player1.speed

    for lava in lavas:
        lava.y += player1.speed

        # walls
    platform11.y += player1.speed
    platform12.y += player1.speed

    # this makes you scroll down
if player1.y > 450:
    player1.y -= player1.fall
    for platform in platforms:
        platform.y -= player1.fall
    platform11.y -= player1.fall
    platform12.y -= player1.fall

    for item in items:
        item.y -= player1.fall

    for wall in walls:
        wall.y -= player1.fall

    for lava in lavas:
        lava.y -= player1.fall

    lava1.y += lava1.speed

Это мой Полный код

import pygame
import time
import random

pygame.init()

# this is screem height
window = pygame.display.set_mode((500, 500))

# know we put screem name
pygame.display.set_caption("Noobs first Game")

bg = pygame.image.load("New.png")

gg = pygame.image.load("lol.png")

Rule2 = pygame.image.load("one1.png")

Rule1 = pygame.image.load("two2.png")

Rule3 = pygame.image.load("three3.png")

Rule4 = pygame.image.load("four4.png")

Rule5 = pygame.image.load("five5.png")

Rule6 = pygame.image.load("six6.png")

# player class
class player:
    def __init__(self, x, y, width, height, color):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.color = color
        self.speed = 5
        self.isJump = False
        self.JumpCount = 10
        self.fall = 0
        self.rect = pygame.Rect(x, y, height, width)

    def draw(self):
        self.rect.topleft = (self.x, self.y)
        pygame.draw.rect(window, self.color, self.rect)

class platform:
    def __init__(self, x, y, width, height, color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.rect = pygame.Rect(x, y, height, width)
        self.ss1 = pygame.image.load("Rock.png")
        self.ss1 = pygame.transform.scale(self.ss1, (self.ss1.get_width() // 2, self.ss1.get_height() // 2))
        self.hitbox = (self.x + 20, self.y, 58, 60)

    def draw(self):
        self.rect.topleft = (self.x, self.y)

        player_rect = self.ss1.get_rect(center=self.rect.center)
        player_rect.centerx += 70
        player_rect.centery += 88
        window.blit(self.ss1, player_rect)
        self.hitbox = (self.x + 20, self.y, 58, 60)

class item:
    def __init__(self, x, y, width, height, color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.rect = pygame.Rect(x, y, height, width)
        self.ss1 = pygame.image.load("H6.png")
        self.ss1 = pygame.transform.scale(self.ss1, (self.ss1.get_width() // 2, self.ss1.get_height() // 2))

    def draw(self):
        self.rect.topleft = (self.x, self.y)
        window.blit(self.ss1, self.rect)

class wall:
    def __init__(self, x, y, width, height, color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.rect = pygame.Rect(x, y, height, width)

    def draw(self):
        self.rect.topleft = (self.x, self.y)
        pygame.draw.rect(window, self.color, self.rect)

class lava:
    def __init__(self, x, y, width, height, color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.speed = 2
        self.rect = pygame.Rect(x, y, height, width)

    def draw(self):
        self.topleft = (self.x, self.y)
        pygame.draw.rect(window, self.color, self.rect)

# draw player
white = (255, 255, 255)
player1 = player(255, -20, 30, 30, white)

darkred = (200, 0, 0)

darkgreen = (0, 200, 0)

black = (0, 0, 0)
item1 = item(200, -500, 50, 50, white)
item2 = item(250, 250, 50, 50, white)
item3 = item(330, -1030, 50, 50, white)
item4 = item(400, -2290, 50, 50, white)
item5 = item(300, -1600, 50, 50, white)
item6 = item(200, 130, 50, 50, white)
item7 = item(230, -1830, 50, 50, white)
item8 = item(300, 0, 50, 50, white)
item9 = item(330, -1440, 50, 50, white)
item10 = item(20, -160, 50, 50, white)

items = [item1, item2, item3, item4, item5, item6, item7, item8, item9, item10]

green = (0, 255, 0)
orange = (255, 0, 0)
platform1 = platform(100, 300, 10, 60, orange)
platform2 = platform(5, 200, 10, 60, orange)
platform3 = platform(5, 400, 10, 60, orange)
platform4 = platform(100, 100, 10, 60, orange)
platform5 = platform(5, -50, 10, 60, orange)
platform6 = platform(100, -200, 10, 60, orange)
platform7 = platform(5, 400, 60, 600, orange)
platform8 = platform(300, -2430, 10, 60, orange)
platform9 = platform(350, -340, 10, 60, orange)
platform10 = platform(100, -470, 10, 60, orange)

platform13 = platform(330, -600, 10, 60, orange)
platform14 = platform(100, -790, 10, 60, orange)
platform15 = platform(330, -990, 10, 60, orange)
platform16 = platform(70, -1130, 10, 60, orange)
platform17 = platform(200, -1340, 10, 60, orange)
platform18 = platform(400, -1500, 10, 60, orange)
platform19 = platform(300, -1700, 10, 60, orange)
platform20 = platform(100, -1950, 10, 60, orange)
platform21 = platform(350, -2140, 10, 60, orange)
platform22 = platform(100, -2270, 10, 60, orange)
platform23 = platform(0, -2500, 60, 500, green)

# LAVA CALASSS
lava1 = lava(0, 400, 30, 700, orange)
lava2 = lava(0, 400, 30, 700, orange)

# walls
platform11 = wall(485, -9600, 10000, 10, orange)
platform12 = wall(0, -9600, 10000, 10, orange)
wall1 = wall(0, 400, 60, 500, orange)
wall2 = wall(0, -2500, 60, 500, green)
wall3 = wall(485, -9600, 10000, 10, orange)
wall4 = wall(0, -9600, 10000, 10, orange)

walls = [wall1, wall2]

platforms = (
platform1, platform2, platform3, platform4, platform5, platform6, platform7, platform8, platform9, platform10,
platform13, platform14, platform15, platform16, platform17, platform18, platform19, platform20, platform21, platform22,
platform23)

lavas = [lava1, lava2]

fps = (60)
clock = pygame.time.Clock()

##############################################
# START MENUE

def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def button(msg, x, y, w, h, ic, ac, action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    # print(click)
    if x + w > mouse[0] > x and y + h > mouse[1] > y:
        pygame.draw.rect(window, ac, (x, y, w, h))

        if click[0] == 1 and action != None:
            action()
    else:
        pygame.draw.rect(window, ic, (x, y, w, h))

    smallText = pygame.font.SysFont("comicsansms", 20)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ((x + (w / 2)), (y + (h / 2)))
    window.blit(textSurf, textRect)

def quitgame():
    pygame.quit()

def game_intro():
    intro = True

    while intro:
        for event in pygame.event.get():
            # print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        window.fill((255, 255, 255))
        largeText = pygame.font.Font('freesansbold.ttf', 115)
        TextSurf, TextRect = text_objects("Jump", largeText)
        TextRect.center = ((500 / 2), (500 / 2))
        window.blit(TextSurf, TextRect)

        button("GO!", 100, 350, 100, 50, green, darkgreen, main_loop)
        button("Quit!", 300, 350, 100, 50, orange, darkred, quitgame)

        pygame.display.update()
        clock.tick(15)

############################################
############################################
def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def button(msg, x, y, w, h, ic, ac, action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    # print(click)
    if x + w > mouse[0] > x and y + h > mouse[1] > y:
        pygame.draw.rect(window, ac, (x, y, w, h))

        if click[0] == 1 and action != None:
            action()
    else:
        pygame.draw.rect(window, ic, (x, y, w, h))

    smallText = pygame.font.SysFont("comicsansms", 20)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ((x + (w / 2)), (y + (h / 2)))
    window.blit(textSurf, textRect)

def quitgame():
    pygame.quit()

def end_screen():
    intro = True

    while intro:
        for event in pygame.event.get():
            # print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        window.fill((255, 255, 255))
        largeText = pygame.font.Font('freesansbold.ttf', 95)
        TextSurf, TextRect = text_objects("YOU WON!", largeText)
        TextRect.center = ((500 / 2), (500 / 2))
        window.blit(TextSurf, TextRect)

        button("Restrat!", 100, 350, 100, 50, green, darkgreen, main_loop)
        button("Quit!", 300, 350, 100, 50, orange, darkred, quitgame)

        pygame.display.update()
        clock.tick(15)

# END SCREEN
###########################################################


def main_loop():
    # window
    def redrawwindow():
        window.fill((0, 0, 0))

        window.blit(bg, (0, 0))

        # draw plyer
        player1.draw()
        platform11.draw()
        platform12.draw()
        wall3.draw()
        wall4.draw()
        for platform in platforms:
            platform.draw()
        for wall in walls:
            wall.draw()
        for lava in lavas:
            lava.draw()

        # the score draw it on the screen
        window.blit(text, textRect)

        for item in items:
            item.draw()

    font = pygame.font.Font("freesansbold.ttf", 30)
    score = 0
    text = font.render("Coins = " + str(score), True, (255, 255, 255))
    textRect = text.get_rect()
    textRect.center = ((100, 40))

    run = True
    while run:
        clock.tick(fps)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

        if player1.rect.colliderect(platform23.rect):
            end_screen()

            # walls
        if player1.rect.colliderect(platform11) and player1.rect.colliderect(platform12):
            player1.x = 40

            # this makes you scroll up
        if player1.y < 250:
            player1.y += 1
            # platforms
            for platform in platforms:
                platform.y += player1.speed

            for item in items:
                item.y += player1.speed

            for wall in walls:
                wall.y += player1.speed

            for lava in lavas:
                lava.y += player1.speed

                # walls
            platform11.y += player1.speed
            platform12.y += player1.speed

            # this makes you scroll down
        if player1.y > 450:
            player1.y -= player1.fall
            for platform in platforms:
                platform.y -= player1.fall
            platform11.y -= player1.fall
            platform12.y -= player1.fall

            for item in items:
                item.y -= player1.fall

            for wall in walls:
                wall.y -= player1.fall

            for lava in lavas:
                lava.y -= player1.fall

            lava1.y += lava1.speed

        # coin collisions
        for item in items:
            for one in range(len(items) - 1, -1, -1):
                if player1.rect.colliderect(items[one].rect):
                    del items[one]
                    score += 1
                    text = font.render("Coins = " + str(score), True, (255, 255, 255))
                    textRect.center = ((100, 40))

        keys = pygame.key.get_pressed()

        if keys[pygame.K_a] and player1.x > player1.speed:
            player1.x -= player1.speed

        if keys[pygame.K_d] and player1.x < 500 - player1.height - player1.speed:
            player1.x += player1.speed

        if keys[pygame.K_w] and player1.y > player1.speed:
            player1.y -= player1.speed

        if keys[pygame.K_s] and player1.y < 500 - player1.width - player1.speed:
            player1.y += player1.speed

        if not player1.isJump:
            player1.y += player1.fall
            player1.fall += 1
            player1.isJump = False

            collide = False
            # this part lets you jump on platform
            for platform in platforms:
                if player1.rect.colliderect(platform.rect):
                    collide = True
                    player1.isJump = False
                    player1.y = platform.rect.top - player1.height + 1
                    if player1.rect.right > platform.rect.left and player1.rect.left < platform.rect.left - player1.width:
                        player1.x = platform.rect.left - player1.width
                    if player1.rect.left < platform.rect.right and player1.rect.right > platform.rect.right + player1.width:
                        player1.x = platform.rect.right

                if player1.rect.bottom >= 500:
                    collide = True
                    player1.isJump = False
                    player1.JumpCount = 10
                    player1.y = 500 - player1.height

            if collide:
                if keys[pygame.K_SPACE]:
                    player1.isJump = True
                player1.fall = 0


        else:
            if player1.JumpCount >= 0:
                player1.y -= (player1.JumpCount * abs(player1.JumpCount)) * 0.3
                player1.JumpCount -= 1
            else:
                player1.JumpCount = 10
                player1.isJump = False

        redrawwindow()

        if player1.rect.colliderect(platform6):
            window.blit(Rule3, (-150, -80))

        if player1.rect.colliderect(platform2.rect):
            window.blit(Rule1, (-30, 0))

        if player1.rect.colliderect(platform23.rect):
            window.blit(gg, (100, 100))

        if player1.rect.colliderect(platform7.rect):
            window.blit(Rule2, (-70, 0))

        if player1.rect.colliderect(platform1.rect):
            window.blit(Rule4, (-40, 100))

        if player1.rect.colliderect(platform14.rect):
            window.blit(Rule5, (-50, 0))

        if player1.rect.colliderect(platform17.rect):
            window.blit(Rule6, (-50, 0))

        pygame.display.update()
    pygame.quit()

game_intro()
end_screen()
main_loop()
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