現在、pygame の抽象化レイヤーに取り組んでおり、マップとの衝突をチェックしようとすると問題が発生しました。マップを読み込んで表示したり、衝突可能な長方形を保存したりできます。四角形のリストを印刷すると、すべてが適切に配置されていることがわかりますが、すべての四角形を反復処理して別の四角形との衝突をチェックしようとすると、四角形が衝突しなくても常に true が返されます。また、赤枠の四角形をそれぞれの上に描画してすべての四角形をデバッグしようとすると、四角形を印刷しても存在する四角形が印刷されますが、何も描画されません。
フレームワークの一部を次に示します。
class Tilemap(object):
"""This is the tilemap object, it takes an array of strings as its object, and places a surface where you have it in the strings. It only supports one surface per map, so you have to make multiple maps for floor, walls, etc."""
def __init__(self, level_surface,level_string = None, string_char = "#", surface = None, surface_dim = Vector2(50, 50),surface_color = (255, 255, 255)):
self.level = level_string
self.char = string_char
self.surface = surface
if self.surface is None:
self.surface = pygame.Surface(surface_dim)
self.surface.fill(surface_color)
self.surface_width = self.surface.get_rect().w
self.surface_height = self.surface.get_rect().h
self.collision_list = []
for y in xrange(len(self.level)):
for x in xrange(len(self.level[y])):
if self.level[y][x] is self.char:
self.collision_list.insert(len(self.collision_list), Rect((x) * self.surface_width,(y) * self.surface_height, self.surface_width, self.surface_height))
print self.collision_list
for y in xrange(len(self.level)):
for x in xrange(len(self.level[y])):
if self.level[y][x] is self.char:
level_surface.blit(self.surface.convert_alpha(), (self.surface_width * x, self.surface_height * y))
def replace_char_with(self, level_surface,char = ".", surface = None):
for y in xrange(len(self.level)):
for x in xrange(len(self.level[y])):
if self.level[y][x] is char:
level_surface.blit(surface.convert_alpha(), (surface.get_width() * x, surface.get_height() * y))
def check_col(self, rect):
for tilerect in self.collision_list:
if rect.x + rect.w > tilerect.x or rect.y + rect.h > tilerect.y or rect.x < tilerect.x + tilerect.w or rect.y < tilerect.y + tilerect.h:
return True
else:
return False
def debug_draw(self, screen):
for rect in self.collision_list:
pygame.draw.rect(screen, (255, 0, 0), rect, 2)
スニペット # 2、テスト コード:
def main():
from pygame.locals import K_w, K_a, K_s, K_d
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
player = Sprite(pygame.image.load("trapdoor_tile.png"), Vector2(100, 100))
floor = ["########################################",
"########################################",
"#####...##.#.#..###.#.###..#############",
"#####.######.#.#.####.##.#.#############",
"######.###.#.##..##.#.###.##############",
"#####.####.########.####################",
"#####.#.##.###.#.##.#.##.#.#############",
"########################################",
"#######################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################"
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################",
"########################################"]
walls = ["########################################",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"#......................................#",
"########################################"]
level_surf = pygame.Surface((640, 480))
floor_map = Tilemap(level_surf, floor, "#", pygame.image.load("ground_tile.png").convert_alpha())
floor_map.replace_char_with(level_surf, ".", pygame.image.load("trapdoor_tile.png").convert_alpha())
wall_map = Tilemap(level_surf, walls, "#", pygame.image.load("wall_tile.png").convert_alpha())
while True:
screen.fill((0, 0, 0))
milliseconds = clock.tick(60) / 10.
for event in pygame.event.get():
if event.type == pygame.locals.QUIT:
pygame.quit()
raise SystemExit
wall_map.debug_draw(screen);
screen.blit(level_surf, Vector2(0, 0))
if wall_map.check_col(player.dummyrect):
player.colliding = True
print "why!"
else:
player.colliding = False
player.update(milliseconds)
player.draw(screen)
keystate = pygame.key.get_pressed()
player.apply_drag()
if keystate[K_w]:
player.set_accel_y(-5)
elif keystate[K_s]:
player.set_accel_y(5)
elif keystate[K_a]:
player.set_accel_x(-5)
elif keystate[K_d]:
player.set_accel_x(5)
pygame.display.flip()
プレーヤーの作成元のスプライト クラス:
class Sprite(object):
def __init__(self, surface = None, initial_position = (100, 100)):
self.surface = surface
self.rect = self.surface.get_rect(center = initial_position)
self.acceleration = Vector2(0, 0)
self.delta_time = None
self.dummyrect = self.rect
self.colliding = False
def update(self, delta_time):
self.dummyrect = self.rect.move(self.acceleration.x * delta_time, self.acceleration.y * delta_time)
if not self.colliding:
self.rect = self.dummyrect
else:
self.dummyrect = self.rect
self.delta_time = delta_time
def draw(self, screen):
screen.blit(self.surface, self.rect)
def draw_to_cam(self, screen,camera):
screen.blit(self.surface, camera.to_camera_coords(Vector2(self.rect.x, self.rect.y)))
def collide(self, rectangle):
if self.rect.x + self.rect.w > rectangle.x:
self.rect.x -= 1;
if self.rect.x < rectangle.x + rectangle.w:
self.rect.x += 1
if self.rect.y < rectangle.y + rectangle.h:
self.rect.y += 1;
if self.rect.y + self.rect.h > rectangle.y:
self.rect.y -= 1;
def set_accel_x(self, new_val):
self.acceleration.x = new_val
def set_accel_y(self, new_val):
self.acceleration.y = new_val
def apply_drag(self, drag_mul = 1):
if self.acceleration.x > 0:
self.acceleration.x -= self.delta_time * drag_mul
else:
self.acceleration.x += self.delta_time * drag_mul
if self.acceleration.y > 0:
self.acceleration.y -= self.delta_time * drag_mul
else:
self.acceleration.y += self.delta_time * drag_mul
if self.acceleration.x < 0.1 or self.acceleration.x > -0.1:
self.acceleration.x = 0
if self.acceleration.x < 0.1 or self.acceleration.x > -0.1:
self.acceleration.x = 0
if self.acceleration.y < 0.1 or self.acceleration.y > -0.1:
self.acceleration.y = 0
if self.acceleration.y < 0.1 or self.acceleration.y > -0.1:
self.acceleration.y = 0
def get_center(self):
return Vector2(self.rect.centerx, self.rect.centery)
これらは関連する 3 つの主要なスニペットです。毎回衝突が返される理由はわかりませんが、そうなるようです。なぜこれが起こるのかについて、誰かが答え、または少なくとも説明を持っている場合は、兄弟を助けてください!