pygame-KidsCanCode系列jumpy-part4-弹跳

时间:2023-03-10 03:05:36
pygame-KidsCanCode系列jumpy-part4-弹跳

终于要到弹跳环节了,向上弹跳其实很简单,按下空格触发时,只要把y轴速度给一个向上的速度即可。

Player类,新加一个jump()方法:

    def jump(self):
self.vel.y = -25

调用该方法,会使方块具有向上25px的速度,然后由于重力依然在起作用,所以二者结合,就会形成向上弹跳的效果。

然后在main.py中按空格键时,调用jump方法,为了更有趣味性,我们多加几个档板,而且为了简化代码,把档板的位置及长宽参数,都定义在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 # 档板列表
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内容如下:

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) # 多放几块档板
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:
# 按空格键时,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:

pygame-KidsCanCode系列jumpy-part4-弹跳

基本的弹跳实现了,但是有2个明显的问题:

1. 可以在空中,不借助任何档板的情况下,连环跳,这不太合理,比较贴近现实的预期效果应该是,只在在档板上,才允许起跳,不能凭空跳跃。
2. 向上跳时,如果上方有档板,永远不可能跳过档板,只要一接近档板,就自动吸附上去了(仔细看gif最后那段跳跃),这个看上去比较奇怪。

原因如下:

问题1,是因为jump方法中未作任何约束,不管什么时候调用,总是能获取向上的速度,可以改进为:检测方法是否站在档板上(仍然通过碰撞检测,方块站在档板上,肯定就发生了碰撞),只有站在档板上,调用jump时,才能获取向上的弹跳速度。

问题2,是因为main.py中,一直在检测碰撞,向上跳的过程中,如果头顶有档板,一碰到档板,代码逻辑就强制把方块固定在档板上了(即:认为方块落在档板上了)。改进方法:仅在下降过程中,才做碰撞检测。

调试后的sprites.py代码如下:

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)
# 初始化时,要把Game类的实例传过来
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站在档板上了,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代码如下:

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()
# 只有向下落时,才做碰撞检测(防止向上跳时,被上方档板自动吸附)
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: 

pygame-KidsCanCode系列jumpy-part4-弹跳