我知道已经有其他关于这个的帖子了,但是我的动作系统和我发现的有些不一样,所以随后我问这个问题。在
我的移动系统基于一个名为Move(up,left,right,down)
的命名元组
然后是这样的:
def update(self, move, blocks):
# check if we can jump
if move.up and self.on_ground:
self.yvel -= self.jump_speed
# simple left/right movement
if move.left:
self.xvel = -self.move_speed
if move.right:
self.xvel = self.move_speed
# if in the air, fall down
if not self.on_ground:
self.yvel += 0.3
# but not too fast
if self.yvel > max_gravity: self.yvel = max_gravity
# if no left/right movement, x speed is 0, of course
if not (move.left or move.right):
self.xvel = 0
# move horizontal, and check for horizontal collisions
self.rect.left += self.xvel
self.collide(self.xvel, 0, blocks)
# move vertically, and check for vertical collisions
self.rect.top += self.yvel
self.on_ground = False
self.collide(0, self.yvel, blocks)
def collide(self, xvel, yvel, blocks):
# all blocks that we collide with
for block in [blocks[i] for i in self.rect.collidelistall(blocks)]:
# if xvel is > 0, we know our right side bumped
# into the left side of a block etc.
if xvel > 0:
self.rect.right = block.rect.left;self.xvel=0
if xvel < 0:
self.rect.left = block.rect.right;self.xvel=0
# if yvel > 0, we are falling, so if a collision happpens
# we know we hit the ground (remember, we seperated checking for
# horizontal and vertical collision, so if yvel != 0, xvel is 0)
if yvel > 0:
self.rect.bottom = block.rect.top
self.on_ground = True
self.yvel = 0
# if yvel < 0 and a collision occurs, we bumped our head
# on a block above us
if yvel < 0: self.rect.top = block.rect.bottom;self.yvel=0
我尝试向元组添加第五个变量upUp
,当这个变量被调用时,它将触发另一个跳转,而不管{
为了触发它,我在事件循环中使用了以下命令:
^{pr2}$但这一点都不管用! 有人有什么建议吗?在
你必须保持某种状态来记录你所处的跳跃“阶段”。在
这些“阶段”是:
所以你应该能够做一些类似的事情:
你会明白的。在
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