わかりましたので、コードを実行しています。現在、ユーザーが右または左を保持しているときにプレーヤーが壁に衝突すると、プレーヤーは壁をゆっくりと滑り落ち、プレーヤーが方向 (左または右) を放すと、プレーヤーは続行します。普通に落ちる。
私がやりたいことは、プレイヤーが壁にぶつかったときに壁に「くっつく」ようにすることです。つまり、彼はまだ滑り落ち、地面にぶつかるまで滑り落ちます (ユーザーは方向を保持する必要はありません)ユーザーは壁から飛び降りることができます。(それをプレイしたり、ゲームプレイやロックマンを見たりした人にとっては、スーパーミートボーイだと思います)。誰かがこれにアプローチする良い方法を提案できますか?
import pygame, time
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
up = down = left = right = space = False
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#000000"))
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
space_num = 0
x = y = 0
level = [
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P E P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPPPP P",
"P P",
"P P",
"PPPPP P",
"P P",
"P PPPPPPP P",
"P P",
"P PPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P P",
"P P",
"P P",
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYDOWN and e.key == K_SPACE:
if space_num < 6:
space = True
space_num += 1
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_SPACE:
space = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
# update player, draw everything else
player.update(up, down, left, right, platforms, space)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
#def simple_camera(camera, target_rect):
# l, t, _, _ = target_rect
# _, _, w, h = camera
# return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.onWall = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(400, 400, 32, 32)
def update(self, up, down, left, right, platforms, space):
if up:
if self.onGround: self.yvel -= 10 # only jump if on the ground
if down:
pass
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 40: self.yvel = 40 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.onWall = False
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0:
self.rect.right = p.rect.left
self.onWall = True
if xvel < 0:
self.rect.left = p.rect.right
self.onWall = True
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.onWall = False
self.yvel = 0
if yvel < 0: self.rect.top = p.rect.bottom
if self.onWall:
self.yvel = 3
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#F0FFFF"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image.fill(Color("#00ff00"))
if __name__ == "__main__":
main()