終於要到彈跳環節了,向上彈跳其實很簡單,按下空格觸發時,只要把y軸速度給一個向上的速度即可。
Player類,新加一個jump()方法:
def jump(self): self.vel.y = -25
調用該方法,會使方塊具有向上25px的速度,然后由於重力依然在起作用,所以二者結合,就會形成向上彈跳的效果。
然后在main.py中按空格鍵時,調用jump方法,為了更有趣味性,我們多加幾個檔板,而且為了簡化代碼,把檔板的位置及長寬參數,都定義在settings.py中
# game options SIZE = WIDTH, HEIGHT = 320, 480 FPS = 60 DEBUG = False TITLE = "Jumpy!" # Player properties PLAYER_ACC = 0.6 PLAYER_GRAVITY = 2 PLAYER_FRICTION = -0.06 # 檔板列表 PLATFORM_LIST = [(0, HEIGHT - 30, WIDTH, 30), (WIDTH / 2 - 50, HEIGHT * 0.75, 100, 15), (WIDTH * 0.12, HEIGHT * 0.5, 60, 15), (WIDTH * 0.65, 200, 80, 10), (WIDTH * 0.5, 100, 50, 10)] # define color BLACK = 0, 0, 0 WHITE = 255, 255, 255 RED = 255, 0, 0 GREEN = 0, 255, 0 BLUE = 0, 0, 255 YELLOW = 255, 255, 0
main.py內容如下:
from part_04.sprites import * from part_04.settings import * class Game: def __init__(self): pg.init() pg.mixer.init() self.screen = pg.display.set_mode(SIZE) pg.display.set_caption(TITLE) self.clock = pg.time.Clock() self.running = True self.playing = False def new(self): self.all_sprites = pg.sprite.Group() self.platforms = pg.sprite.Group() self.player = Player(self) self.all_sprites.add(self.player) # 多放幾塊檔板 for plat in PLATFORM_LIST: p = Platform(*plat) self.all_sprites.add(p) self.platforms.add(p) self.run() def run(self): self.playing = True while self.playing: self.clock.tick(FPS) self.events() self.update() self.draw() def update(self): self.all_sprites.update() hits = pg.sprite.spritecollide(self.player, self.platforms, False) if hits: self.player.pos.y = hits[0].rect.top self.player.vel.y = 0 def events(self): for event in pg.event.get(): if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: # 按空格鍵時,向上跳 self.player.jump() def draw(self): self.screen.fill(BLACK) self.all_sprites.draw(self.screen) self.debug() pg.display.flip() def debug(self): if DEBUG: font = pg.font.SysFont('Menlo', 25, True) pos_txt = font.render( 'Pos:(' + str(round(self.player.pos.x, 2)) + "," + str(round(self.player.pos.y, 2)) + ")", 1, GREEN) vel_txt = font.render( 'Vel:(' + str(round(self.player.vel.x, 2)) + "," + str(round(self.player.vel.y, 2)) + ")", 1, GREEN) acc_txt = font.render( 'Acc:(' + str(round(self.player.acc.x, 2)) + "," + str(round(self.player.acc.y, 2)) + ")", 1, GREEN) self.screen.blit(pos_txt, (20, 10)) self.screen.blit(vel_txt, (20, 40)) self.screen.blit(acc_txt, (20, 70)) pg.draw.line(self.screen, WHITE, (0, HEIGHT / 2), (WIDTH, HEIGHT / 2), 1) pg.draw.line(self.screen, WHITE, (WIDTH / 2, 0), (WIDTH / 2, HEIGHT), 1) def show_start_screen(self): pass def show_go_screen(self): pass g = Game() g.show_start_screen() while g.running: g.new() g.show_go_screen() pg.quit()
效果如下:
基本的彈跳實現了,但是有2個明顯的問題:
1. 可以在空中,不借助任何檔板的情況下,連環跳,這不太合理,比較貼近現實的預期效果應該是,只在在檔板上,才允許起跳,不能憑空跳躍。
2. 向上跳時,如果上方有檔板,永遠不可能跳過檔板,只要一接近檔板,就自動吸附上去了(仔細看gif最后那段跳躍),這個看上去比較奇怪。
原因如下:
問題1,是因為jump方法中未作任何約束,不管什么時候調用,總是能獲取向上的速度,可以改進為:檢測方法是否站在檔板上(仍然通過碰撞檢測,方塊站在檔板上,肯定就發生了碰撞),只有站在檔板上,調用jump時,才能獲取向上的彈跳速度。
問題2,是因為main.py中,一直在檢測碰撞,向上跳的過程中,如果頭頂有檔板,一碰到檔板,代碼邏輯就強制把方塊固定在檔板上了(即:認為方塊落在檔板上了)。改進方法:僅在下降過程中,才做碰撞檢測。
調試后的sprites.py代碼如下:
from part_04.settings import * import pygame as pg import math vec = pg.math.Vector2 class Player(pg.sprite.Sprite): def __init__(self, game): pg.sprite.Sprite.__init__(self) # 初始化時,要把Game類的實例傳過來 self.game = game self.image = pg.Surface((30, 30)) self.image.fill(YELLOW) self.rect = self.image.get_rect() self.rect.center = WIDTH / 2, HEIGHT / 2 self.pos = self.rect.center self.vel = vec(0, 0) self.acc = vec(0, 0) self.width = self.rect.width self.height = self.rect.height def jump(self): # 只有碰撞了,才能向上跳(即:只有Player站在檔板上了,才能起跳) hits = pg.sprite.spritecollide(self, self.game.platforms, False) if hits: self.vel.y = -22 def update(self): self.acc = vec(0, PLAYER_GRAVITY) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC self.acc.x += self.vel.x * PLAYER_FRICTION self.vel += self.acc self.pos += self.vel if self.rect.left > WIDTH: self.pos.x = 0 - self.width / 2 if self.rect.right < 0: self.pos.x = WIDTH + self.width / 2 # if math.fabs(self.rect.bottom - self.pos.y) >= 1: self.rect.bottom = self.pos.y self.rect.x = self.pos.x - self.width / 2 class Platform(pg.sprite.Sprite): def __init__(self, x, y, w, h): pg.sprite.Sprite.__init__(self) self.image = pg.Surface((w, h)) self.image.fill(GREEN) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y
main.py代碼如下:
from part_04.sprites import * from part_04.settings import * class Game: def __init__(self): pg.init() pg.mixer.init() self.screen = pg.display.set_mode(SIZE) pg.display.set_caption(TITLE) self.clock = pg.time.Clock() self.running = True self.playing = False def new(self): self.all_sprites = pg.sprite.Group() self.platforms = pg.sprite.Group() self.player = Player(self) self.all_sprites.add(self.player) for plat in PLATFORM_LIST: p = Platform(*plat) self.all_sprites.add(p) self.platforms.add(p) self.run() def run(self): self.playing = True while self.playing: self.clock.tick(FPS) self.events() self.update() self.draw() def update(self): self.all_sprites.update() # 只有向下落時,才做碰撞檢測(防止向上跳時,被上方檔板自動吸附) if self.player.vel.y > 0: hits = pg.sprite.spritecollide(self.player, self.platforms, False) if hits: self.player.pos.y = hits[0].rect.top self.player.vel.y = 0 def events(self): for event in pg.event.get(): if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() def draw(self): self.screen.fill(BLACK) self.all_sprites.draw(self.screen) self.debug() pg.display.flip() def debug(self): if DEBUG: font = pg.font.SysFont('Menlo', 25, True) pos_txt = font.render( 'Pos:(' + str(round(self.player.pos.x, 2)) + "," + str(round(self.player.pos.y, 2)) + ")", 1, GREEN) vel_txt = font.render( 'Vel:(' + str(round(self.player.vel.x, 2)) + "," + str(round(self.player.vel.y, 2)) + ")", 1, GREEN) acc_txt = font.render( 'Acc:(' + str(round(self.player.acc.x, 2)) + "," + str(round(self.player.acc.y, 2)) + ")", 1, GREEN) self.screen.blit(pos_txt, (20, 10)) self.screen.blit(vel_txt, (20, 40)) self.screen.blit(acc_txt, (20, 70)) pg.draw.line(self.screen, WHITE, (0, HEIGHT / 2), (WIDTH, HEIGHT / 2), 1) pg.draw.line(self.screen, WHITE, (WIDTH / 2, 0), (WIDTH / 2, HEIGHT), 1) def show_start_screen(self): pass def show_go_screen(self): pass g = Game() g.show_start_screen() while g.running: g.new() g.show_go_screen() pg.quit()
效果如下: