我的问题:
当我在PyGame中处理碰撞响应时,一切正常,直到我与对角线(xvel和yvel!= 0)碰撞为止。如果在检查它们各自的轴时,我有一个print(“ x”)和print(“ y”)语句,我会得到以下信息:
很明显,该错误是由中间的随机“ x”引起的,该错误导致代码的行为就像字符实际上与y轴碰撞时在x轴上发生碰撞。所以这真的是我的问题,为什么会这样?
这是我的碰撞响应函数:
def collide(self, direction):
hits = pg.sprite.spritecollide(self, all_sprites_wall, False, rectconverter)
if direction == "x":
if hits:
print("x")
if self.vx > 0:
self.hitboxrect.right = hits[0].hitboxrect.left
self.x = self.hitboxrect.right - self.rect.width - camera.camera.x
if self.vx < 0:
self.hitboxrect.left = hits[0].hitboxrect.right
self.x = self.hitboxrect.left - self.rect.width + self.hitboxrect.width - camera.camera.x
self.rect.x = self.x
if direction == "y":
if hits:
print("y")
if self.vy > 0:
self.hitboxrect.bottom = hits[0].hitboxrect.top
self.y = self.hitboxrect.bottom - self.rect.height - camera.camera.y
if self.vy < 0:
self.hitboxrect.top = hits[0].hitboxrect.bottom
self.y = self.hitboxrect.top - self.rect.height + self.hitboxrect.height - camera.camera.y
self.rect.y = self.y
播放器更新功能:
def update(self):
self.move("x")
self.hitboxrect.x = self.x + camera.camera.x
self.rect.x = self.x
self.collide("x")
self.move("y")
self.hitboxrect.y = self.y + camera.camera.y + self.rect.height - self.hitboxrect.height
self.rect.y = self.y
self.collide("y")
玩家移动功能:
def move(self, direction):
if direction == "x":
self.x += self.vx * dt
if direction == "y":
self.y += self.vy * dt
我以某种方式自己找到了答案:
问题在于我正在添加和减去摄像机值,因此通过删除摄像机x和y值,该错误消失了。我真的不确定为什么这可以解决,但我会接受。这是现在对于任何好奇的人的代码:
def collide(self, direction):
hits = pg.sprite.spritecollide(self, all_sprites_wall, False, rectconverter)
if direction == "x":
if hits:
print("x")
if self.vx > 0:
self.x = hits[0].hitboxrect.left - self.rect.width
self.hitboxrect.right = hits[0].hitboxrect.left
if self.vx < 0:
self.x = hits[0].hitboxrect.right - self.rect.width + self.hitboxrect.width
self.hitboxrect.left = hits[0].hitboxrect.right
self.rect.x = self.x
if direction == "y":
if hits:
print("y")
if self.vy > 0:
self.y = hits[0].hitboxrect.top - self.rect.height
self.hitboxrect.bottom = hits[0].hitboxrect.top
if self.vy < 0:
self.y = hits[0].hitboxrect.bottom - self.rect.height + self.hitboxrect.height
self.hitboxrect.top = hits[0].hitboxrect.bottom
self.rect.y = self.y
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