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()