我做了一个传送方块,如果我的玩家碰到它,它就会传送到另一个位置。
的 问题是我的屏幕,当我滚动到其他地方时,它没有把我传送到我想要的地方。示例-视频. 如果我在滚动位置,我可以传送到我想要的位置,但是如果我在其他地方滚动并尝试传送,它就不会把我传送到那里。
我的传送脚本
if playerman.rect.colliderect(teleport.rect):
for enemy in enemies:
if playerman.rect.centerx:
playerman.x = 50
playerman.y = 150
完整代码
# import module
import pygame
pygame.init()
# window
window = pygame.display.set_mode((500,500))
pygame.display.set_caption("YELOLL")
# draw the player
class player:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.isJump = False
self.JumpCount = 10
self.fall = 0
self.speed = 5
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window, self.color, self.rect)
# enemy
class enemy:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window, self.color, self.rect)
# coins
class coin:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window, self.color, self.rect)
font = pygame.font.Font('freesansbold.ttf', 32)
score = 0
text = font.render('Score = ' + str(score), True, (255,255,255))
textRect = text.get_rect()
textRect.center = (100, 40)
# FPS
FPS = 60
clock = pygame.time.Clock()
# colors
Green = (0,255,2)
white = (255,255,255)
Yellow = (248,255,0)
Blue = (0,255,201)
# define player and enemy
playerman = player(50,390,30,30, Blue)
enemy1 = enemy(180,390,150,10, Green)
enemy2 = enemy(300,290,150,10, Green)
enemy3 = enemy(70,250,150,10, Green)
enemy4 = enemy(-10000,490,150000,50, white)
teleport = enemy(390,390,40,80, white)
enemies = [enemy1,enemy2,enemy3,enemy4]
# define coins
coin1 = coin(230,370,20,20, Yellow)
coin2 = coin(350,270,20,20, Yellow)
coin3 = coin(150,230,20,20, Yellow)
coin4 = coin(250,450,20,20, Yellow)
Coins_list = [coin1,coin2,coin3,coin4,teleport]
# main loop
runninggame = True
while runninggame:
for event in pygame.event.get():
if event.type == pygame.QUIT:
runninggame = False
clock.tick(FPS)
window.fill((0,0,0))
teleport.draw()
window.blit(text,textRect)
playerman.draw()
for enemy in enemies:
enemy.draw()
for coin in Coins_list:
coin.draw()
if playerman.y < 250:
playerman.y += 1
for enemy in enemies:
enemy.y += playerman.speed
for coin in Coins_list:
coin.y += playerman.speed
if playerman.y > 450:
playerman.y -= playerman.fall
for enemy in enemies:
enemy.y -= playerman.fall
for coin in Coins_list:
coin.y -= playerman.fall
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
playerman.x -= playerman.speed
if playerman.x < 100:
playerman.x += playerman.speed
for enemy in enemies:
enemy.x += playerman.speed
for coin in Coins_list:
coin.x += playerman.speed
if keys[pygame.K_RIGHT]:
playerman.x += playerman.speed
if playerman.x > 450:
playerman.x -= playerman.speed
for enemy in enemies:
enemy.x -= playerman.speed
for coin in Coins_list:
coin.x -= playerman.speed
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
collide = False
for enemy in enemies:
if playerman.rect.colliderect(enemy.rect):
collide = True
playerman.y = enemy.rect.top - playerman.height + 1
if playerman.rect.right > enemy.rect.left and playerman.rect.left < enemy.rect.left - playerman.width:
playerman.x = enemy.rect.left - player.width
if playerman.rect.left < enemy.rect.right and playerman.rect.right > enemy.rect.right + playerman.width:
playerman.x = enemy.rect.right
break
for i in range(len(Coins_list)-1,-1,-1):
if playerman.rect.colliderect(Coins_list[i].rect):
del Coins_list[i]
score += 1
text = font.render('Score = ' + str(score), True, (255,255,255))
textRect = text.get_rect()
textRect.center = (100,40)
if playerman.rect.colliderect(teleport.rect):
for enemy in enemies:
if playerman.rect.centerx:
playerman.x = 50
playerman.y = 150
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.JumpCount = 10
playerman.y = 500 - playerman.height
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.fall = 0
else:
if playerman.JumpCount > 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.4
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
pygame.display.update()
pygame.quit()
好吧,首先,你需要用卷轴移动传送方块,这将使它更接近你想要的。
不要把它添加到硬币列表中,因为它不是硬币
Coins_list = [coin1,coin2,coin3,coin4]
要滚动它,做同样的事情,其他的一切
if playerman.y < 250:
playerman.y += 1
for enemy in enemies:
enemy.y += playerman.speed
for coin in Coins_list:
coin.y += playerman.speed
teleport.y += playerman.speed
你也可以尝试使用一个变量来滚动,这样你就可以重置所有的东西,它也可以清理代码,现在你得到了很多不同的对象。
让我们为x和y创建两个变量。
scrollX = 0
scrollY = 0
现在用新的滚动方式来绘制对象
def draw(self):
self.rect.topleft = (self.x + scrollX,self.y + scrollY) #i did this in all classes
现在让我们把滚动从向后移动所有的东西改为改变滚动变量
if playerman.y + scrollY < 250:
scrollY += 1
现在当玩家进入传送方块时,将scrollX重置为0。
if playerman.rect.colliderect(teleport.rect):
playerman.x = 50
playerman.y = 150
scrollX = 0
if playerman.y + scrollY > 450:
scrollY -= playerman.fall
if keys[pygame.K_LEFT]:
playerman.x -= playerman.speed
if playerman.x + scrollX < 100:
scrollX += playerman.speed
if keys[pygame.K_RIGHT]:
playerman.x += playerman.speed
if playerman.x + scrollX > 450:
scrollX -= playerman.speed
完整代码:
# import module
import pygame
pygame.init()
# window
window = pygame.display.set_mode((500,500))
pygame.display.set_caption("YELOLL")
scrollX = 0
scrollY = 0
# draw the player
class player:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.isJump = False
self.JumpCount = 10
self.fall = 0
self.speed = 5
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x + scrollX,self.y + scrollY)
pygame.draw.rect(window, self.color, self.rect)
# enemy
class enemy:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x + scrollX,self.y + scrollY)
pygame.draw.rect(window, self.color, self.rect)
# coins
class coin:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x + scrollX,self.y + scrollY)
pygame.draw.rect(window, self.color, self.rect)
font = pygame.font.Font('freesansbold.ttf', 32)
score = 0
text = font.render('Score = ' + str(score), True, (255,255,255))
textRect = text.get_rect()
textRect.center = (100, 40)
# FPS
FPS = 60
clock = pygame.time.Clock()
# colors
Green = (0,255,2)
white = (255,255,255)
Yellow = (248,255,0)
Blue = (0,255,201)
# define player and enemy
playerman = player(50,390,30,30, Blue)
enemy1 = enemy(180,390,150,10, Green)
enemy2 = enemy(300,290,150,10, Green)
enemy3 = enemy(70,250,150,10, Green)
enemy4 = enemy(-10000,490,150000,50, white)
teleport = enemy(390,390,40,80, white)
enemies = [enemy1,enemy2,enemy3,enemy4]
# define coins
coin1 = coin(230,370,20,20, Yellow)
coin2 = coin(350,270,20,20, Yellow)
coin3 = coin(150,230,20,20, Yellow)
coin4 = coin(250,450,20,20, Yellow)
Coins_list = [coin1,coin2,coin3,coin4]
# main loop
runninggame = True
while runninggame:
for event in pygame.event.get():
if event.type == pygame.QUIT:
runninggame = False
clock.tick(FPS)
window.fill((0,0,0))
teleport.draw()
window.blit(text,textRect)
playerman.draw()
for enemy in enemies:
enemy.draw()
for coin in Coins_list:
coin.draw()
if playerman.y + scrollY < 250:
scrollY += 1
#playerman.y += 1
#for enemy in enemies:
#enemy.y += playerman.speed
#for coin in Coins_list:
#coin.y += playerman.speed
#teleport.y += playerman.speed
if playerman.y + scrollY > 450:
scrollY -= playerman.fall
print(playerman.y - scrollY)
#playerman.y -= playerman.fall
#for enemy in enemies:
#enemy.y -= playerman.fall
#for coin in Coins_list:
#coin.y -= playerman.fall
#teleport.y -= playerman.fall
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
playerman.x -= playerman.speed
if playerman.x + scrollX < 100:
print(playerman.x + scrollX)
scrollX += playerman.speed
#playerman.x += playerman.speed
#for enemy in enemies:
#enemy.x += playerman.speed
#for coin in Coins_list:
#coin.x += playerman.speed
#teleport.x += playerman.speed
if keys[pygame.K_RIGHT]:
playerman.x += playerman.speed
if playerman.x + scrollX > 450:
#playerman.x -= playerman.speed
scrollX -= playerman.speed
#for enemy in enemies:
#enemy.x -= playerman.speed
#for coin in Coins_list:
#coin.x -= playerman.speed
#teleport.x -= playerman.speed
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
collide = False
for enemy in enemies:
if playerman.rect.colliderect(enemy.rect):
collide = True
playerman.y = enemy.rect.top - playerman.height + 1 - scrollY
if playerman.rect.right > enemy.rect.left and playerman.rect.left < enemy.rect.left - playerman.width:
playerman.x = enemy.rect.left - player.width
if playerman.rect.left < enemy.rect.right and playerman.rect.right > enemy.rect.right + playerman.width:
playerman.x = enemy.rect.right
break
for i in range(len(Coins_list)-1,-1,-1):
if playerman.rect.colliderect(Coins_list[i].rect):
del Coins_list[i]
score += 1
text = font.render('Score = ' + str(score), True, (255,255,255))
textRect = text.get_rect()
textRect.center = (100,40)
if playerman.rect.colliderect(teleport.rect):
playerman.x = 50
playerman.y = 150
scrollX = 0
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.JumpCount = 10
playerman.y = 500 - playerman.height
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.fall = 0
else:
if playerman.JumpCount > 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.4
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
pygame.display.update()
pygame.quit()