Pygame:基于图块的游戏中补间错误

如何解决Pygame:基于图块的游戏中补间错误

在我正在创建的基于图块的rpg中,我试图实现一个使播放器在图块之间平滑移动的功能。我已经在播放器更新和getkeys函数中应用了此功能。当玩家在四个方向中的任意一个方向上移动时,程序应计算玩家应降落的下一个图块,直到它们降落在该图块上为止,玩家应在两个图块之间平滑移动。

但是,我创建的功能无法正确定位播放器。该功能不足以应对下一个图块应位于的位置,从而导致播放器移出网格,从而导致碰撞错误。

import sys
vec = pg.math.Vector2

WHITE =     ( 255,255,255)
BLACK =     (   0,0)
RED =       ( 255,0)
YELLOW =    ( 255,0)
BLUE =      (   0,255)

WIDTH = 512 # 32 by 24 tiles
HEIGHT = 384
FPS = 60
TILESIZE = 32
PLAYER_SPEED = 3 * TILESIZE

MAP = ["1111111111111111","1..............1","1...........P..1","1..1111........1","1..1..1........1","1........11111.1","1........1...1.1","1111111111111111"]


def collide_hit_rect(one,two):
    return one.hit_rect.colliderect(two.rect)

def player_collisions(sprite,group):
    hits_walls = pg.sprite.spritecollide(sprite,group,False,collide_hit_rect)
    if hits_walls:
        sprite.pos -= sprite.vel * TILESIZE




class Player(pg.sprite.Sprite):
    def __init__(self,game,x,y):
        self.groups = game.all_sprites
        pg.sprite.Sprite.__init__(self,self.groups)
        self.game = game
        self.walk_buffer = 200
        self.vel = vec(0,0)
        self.pos = vec(x,y) *TILESIZE
        self.dirvec = vec(0,0)
        self.last_pos = self.pos
        self.next_pos = vec(0,0)
        
        self.current_frame = 0
        self.last_update = pg.time.get_ticks()
        self.walking = True
        self.between_tiles = False
        
        self.walking_sprites = [pg.Surface((TILESIZE,TILESIZE))]
        self.walking_sprites[0].fill(YELLOW)
        
        self.image = self.walking_sprites[0]
        self.rect = self.image.get_rect()
        self.hit_rect = self.rect
        self.hit_rect.bottom = self.rect.bottom


    def update(self):
        self.get_keys()
        self.rect = self.image.get_rect()
        self.rect.topleft = self.pos
        
        if self.pos == self.next_pos:
            self.between_tiles = False
            
        if self.between_tiles:
            self.pos += self.vel * self.game.dt
        
        self.hit_rect.topleft = self.pos
        player_collisions(self,self.game.walls)  # may change postion
        self.hit_rect.topleft = self.pos  # reset rectangle

        self.rect.midbottom = self.hit_rect.midbottom


    def get_keys(self):        
        self.dirvec = vec(0,0)
        now = pg.time.get_ticks()
        keys = pg.key.get_pressed()
        
        if now - self.last_update > self.walk_buffer:
            self.vel = vec(0,0)
            self.last_update = now
            if keys[pg.K_LEFT] or keys[pg.K_a]:
                self.dirvec.x = -1
                self.vel.x = -PLAYER_SPEED
            elif keys[pg.K_RIGHT] or keys[pg.K_d]:
                self.dirvec.x = 1
                self.vel.x = PLAYER_SPEED
            elif keys[pg.K_UP] or keys[pg.K_w]:
                self.dirvec.y = -1
                self.vel.y = -PLAYER_SPEED
            elif keys[pg.K_DOWN] or keys[pg.K_s]:
                self.dirvec.y = 1
                self.vel.y = PLAYER_SPEED
                

            if self.dirvec != vec(0,0):
                self.between_tiles = True
                self.walking = True

##                self.offset = self.vel * self.game.dt
                self.last_pos = self.pos
                self.next_pos = self.pos + self.dirvec * TILESIZE
                
            else:
                self.between_tiles = False
                self.walking = False





class Obstacle(pg.sprite.Sprite):
    def __init__(self,y):
        self.groups = game.walls
        pg.sprite.Sprite.__init__(self,self.groups)
        self.x = x * TILESIZE
        self.y = y * TILESIZE
        self.w = TILESIZE
        self.h = TILESIZE
        self.game = game
        self.image = pg.Surface((self.w,self.h))
        self.image.fill(BLACK)
        self.rect = self.image.get_rect()
        self.hit_rect = self.rect
        self.rect.x = self.x
        self.rect.y = self.y


class Game:
    def __init__(self):
        pg.init()
        self.screen = pg.display.set_mode((WIDTH,HEIGHT))
        pg.display.set_caption("Hello Stack Overflow")
        self.clock = pg.time.Clock()
        pg.key.set_repeat(500,100)

    def new(self):
        self.all_sprites = pg.sprite.Group()
        self.walls = pg.sprite.Group()
        for row,tiles in enumerate(MAP):
            for col,tile in enumerate(tiles):
                if tile == "1":
                    Obstacle(self,col,row)
                elif tile == "P":
                    print("banana!")
                    self.player = Player(self,row)

    def quit(self):
        pg.quit()
        sys.exit()

    def run(self):
        # game loop - set self.playing = False to end the game
        self.playing = True
        while self.playing:
            self.dt = self.clock.tick(FPS) / 1000
            self.events()
            self.update()
            self.draw()


    def events(self):
        # catch all events here
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.quit()


    def update(self):
        self.player.update()


    def draw(self):
        self.screen.fill(WHITE)
        for wall in self.walls:
            self.screen.blit(wall.image,wall.rect)
        for sprite in self.all_sprites:
            self.screen.blit(sprite.image,sprite.rect)
    

        pg.display.flip()



# create the game object
g = Game()
while True:
    g.new()
    g.run()
    
pg.quit()




TL; DR更新和getkeys函数错误地计算了玩家也应该移动的下一个图块的位置,从而导致它们从图块网格上掉下来并产生了碰撞错误

解决方法

有一些问题。

确保仅在按键时更改运动状态属性。按下键时,设置变量new_dir_vec。根据新的运动方向更改运动方向和状态变量。

new_dir_vec = vec(0,0)
if keys[pg.K_LEFT] or keys[pg.K_a]:
    new_dir_vec = vec(-1,0)
# [...]

if new_dir_vec != vec(0,0):
    self.dirvec = new_dir_vec
    # [...]

目标位置(next_pos)必须与网格对齐。计算当前单元格的索引和目标位置:

current_index = self.rect.centerx // TILESIZE,self.rect.centery // TILESIZE
self.last_pos = vec(current_index) * TILESIZE
self.next_pos = self.last_pos + self.dirvec * TILESIZE

完整方法get_keys

class Player(pg.sprite.Sprite):
    # [...]

    def get_keys(self):        
        now = pg.time.get_ticks()
        keys = pg.key.get_pressed()
        
        if now - self.last_update > self.walk_buffer:
            self.last_update = now
            
            new_dir_vec = vec(0,0)
            if self.dirvec.y == 0:
                if keys[pg.K_LEFT] or keys[pg.K_a]:
                    new_dir_vec = vec(-1,0)
                elif keys[pg.K_RIGHT] or keys[pg.K_d]:
                    new_dir_vec = vec(1,0)
            if self.dirvec.x == 0:
                if keys[pg.K_UP] or keys[pg.K_w]:
                    new_dir_vec = vec(0,-1)
                elif keys[pg.K_DOWN] or keys[pg.K_s]:
                    new_dir_vec = vec(0,1)
                
            if new_dir_vec != vec(0,0):
                self.dirvec = new_dir_vec
                self.vel = self.dirvec * PLAYER_SPEED
                self.between_tiles = True
                self.walking = True
                current_index = self.rect.centerx // TILESIZE,self.rect.centery // TILESIZE
                self.last_pos = vec(current_index) * TILESIZE
                self.next_pos = self.last_pos + self.dirvec * TILESIZE

确保玩家没有越过目标。计算到目标的距离(delta = self.next_pos - self.pos)。如果下一步大于到目标的距离,请使用目标位置来确定位置(self.pos = self.next_pos):

delta = self.next_pos - self.pos
if delta.length() > (self.vel * self.game.dt).length():
    self.pos += self.vel * self.game.dt
else:
    self.pos = self.next_pos
    self.vel = vec(0,0)
    # [...]

完整方法update

class Player(pg.sprite.Sprite):
    # [...]

    def update(self):
        self.get_keys()
        self.rect = self.image.get_rect()
        self.rect.topleft = self.pos
        
        if self.pos != self.next_pos:
            
            delta = self.next_pos - self.pos
            if delta.length() > (self.vel * self.game.dt).length():
                self.pos += self.vel * self.game.dt
            else:
                self.pos = self.next_pos
                self.vel = vec(0,0)
                self.dirvec = vec(0,0)
                self.walking = False
                self.between_tiles = False
                    
        self.hit_rect.topleft = self.pos
        player_collisions(self,self.game.walls)  # may change postion
        self.hit_rect.topleft = self.pos  # reset rectangle

        self.rect.midbottom = self.hit_rect.midbottom

完整示例:

import pygame as pg
import sys
vec = pg.math.Vector2

WHITE =     ( 255,255,255)
BLACK =     (   0,0)
RED =       ( 255,0)
YELLOW =    ( 255,0)
BLUE =      (   0,255)

WIDTH = 512 # 32 by 24 tiles
HEIGHT = 384
FPS = 60
TILESIZE = 32
PLAYER_SPEED = 3 * TILESIZE

MAP = ["1111111111111111","1..............1","1...........P..1","1..1111........1","1..1..1........1","1........11111.1","1........1...1.1","1111111111111111"]

def collide_hit_rect(one,two):
    return one.hit_rect.colliderect(two.rect)

def player_collisions(sprite,group):
    hits_walls = pg.sprite.spritecollide(sprite,group,False,collide_hit_rect)
    if hits_walls:
        sprite.pos -= sprite.vel * TILESIZE

class Player(pg.sprite.Sprite):
    def __init__(self,game,x,y):
        self.groups = game.all_sprites
        pg.sprite.Sprite.__init__(self,self.groups)
        self.game = game
        self.walk_buffer = 200
        self.vel = vec(0,0)
        self.pos = vec(x,y) *TILESIZE
        self.dirvec = vec(0,0)
        self.last_pos = self.pos
        self.next_pos = self.pos
        
        self.current_frame = 0
        self.last_update = pg.time.get_ticks()
        self.walking = True
        self.between_tiles = False
        
        self.walking_sprites = [pg.Surface((TILESIZE,TILESIZE))]
        self.walking_sprites[0].fill(RED)
        
        self.image = self.walking_sprites[0]
        self.rect = self.image.get_rect()
        self.hit_rect = self.rect
        self.hit_rect.bottom = self.rect.bottom

    def update(self):
        self.get_keys()
        self.rect = self.image.get_rect()
        self.rect.topleft = self.pos
        
        if self.pos != self.next_pos:
            
            delta = self.next_pos - self.pos
            if delta.length() > (self.vel * self.game.dt).length():
                self.pos += self.vel * self.game.dt
            else:
                self.pos = self.next_pos
                self.vel = vec(0,self.game.walls)  # may change postion
        self.hit_rect.topleft = self.pos  # reset rectangle

        self.rect.midbottom = self.hit_rect.midbottom

    def get_keys(self):        
        now = pg.time.get_ticks()
        keys = pg.key.get_pressed()
        
        if now - self.last_update > self.walk_buffer:
            self.last_update = now
            
            new_dir_vec = vec(0,self.rect.centery // TILESIZE
                self.last_pos = vec(current_index) * TILESIZE
                self.next_pos = self.last_pos + self.dirvec * TILESIZE
                
class Obstacle(pg.sprite.Sprite):
    def __init__(self,y):
        self.groups = game.walls
        pg.sprite.Sprite.__init__(self,self.groups)
        self.x = x * TILESIZE
        self.y = y * TILESIZE
        self.w = TILESIZE
        self.h = TILESIZE
        self.game = game
        self.image = pg.Surface((self.w,self.h))
        self.image.fill(BLACK)
        self.rect = self.image.get_rect()
        self.hit_rect = self.rect
        self.rect.x = self.x
        self.rect.y = self.y

class Game:
    def __init__(self):
        pg.init()
        self.screen = pg.display.set_mode((WIDTH,HEIGHT))
        pg.display.set_caption("Hello Stack Overflow")
        self.clock = pg.time.Clock()
        pg.key.set_repeat(500,100)

    def new(self):
        self.all_sprites = pg.sprite.Group()
        self.walls = pg.sprite.Group()
        for row,tiles in enumerate(MAP):
            for col,tile in enumerate(tiles):
                if tile == "1":
                    Obstacle(self,col,row)
                elif tile == "P":
                    print("banana!")
                    self.player = Player(self,row)

    def quit(self):
        pg.quit()
        sys.exit()

    def run(self):
        # game loop - set self.playing = False to end the game
        self.playing = True
        while self.playing:
            self.dt = self.clock.tick(FPS) / 1000
            self.events()
            self.update()
            self.draw()


    def events(self):
        # catch all events here
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.quit()

    def update(self):
        self.player.update()


    def draw(self):
        self.screen.fill(WHITE)

        for x in range (0,self.screen.get_width(),TILESIZE):
            pg.draw.line(self.screen,(127,127,127),(x,0),self.screen.get_height()))
        for y in range (0,self.screen.get_height(),(0,y),(self.screen.get_width(),y))

        for wall in self.walls:
            self.screen.blit(wall.image,wall.rect)
        for sprite in self.all_sprites:
            self.screen.blit(sprite.image,sprite.rect)

        pg.display.flip()

# create the game object
g = Game()
while True:
    g.new()
    g.run()
    
pg.quit()

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