敌人不断向右移动

窗人

因此,我一直在尝试让我的敌人在播放机移动摄像机但不起作用的同时向同一地点移动,当屏幕移动时,敌人会缓慢地从其原始位置移开,但是一旦它离开我的摄像机视线,它就会开始发生故障。另外,当我的游戏与平台的侧面碰撞时,我的敌人将以与我的玩家相同的方式移动,但速度更快,例如:https : //gyazo.com/926207e82cd9849266decd68c08ea84d

相机运动的一部分(不起作用)

if keys[pygame.K_d]:
        for Platform in platforms:
            Platform.x -= playerman.speed
        for Snake in snakes:
            Snake.scroll(-playerman.speed,0)
        for Rule in rules:
            Rule.x -= playerman.speed
        if not playerman.isJump:
            playerman.direction = "right"

我的完整代码

import pygame
pygame.init()

window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")


move = pygame.image.load("WASD.png")


# Playerman
class Player:
    def __init__(self,x,y,width,height,color):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.color = color
        self.speed = 5
        self.isJump = False
        self.JumpCount = 10
        self.idle =[pygame.image.load("player_idel_1.png"),
                            pygame.image.load("player_idel_2.png"),
                            pygame.image.load("player_idel_3.png"),
                            pygame.image.load("player_idel_4.png"),
                            pygame.image.load("player_idel_5.png"),
                            pygame.image.load("player_idel_6.png"),
                            pygame.image.load("player_idel_7.png"),
                            pygame.image.load("player_idel_8.png")
                            ]

        self.idlel = [pygame.image.load("Player_idel_left1.png"),
                         pygame.image.load("Player_idel_left2.png"),
                         pygame.image.load("Player_idel_left3.png"),
                         pygame.image.load("Player_idel_left4.png"),
                         pygame.image.load("Player_idel_left5.png"),
                         pygame.image.load("Player_idel_left6.png"),
                         pygame.image.load("Player_idel_left7.png"),
                         pygame.image.load("Player_idel_left8.png")
                         ]
        self.right = [pygame.image.load("Player_walk_right1.png"),
                      pygame.image.load("Player_walk_right2.png"),
                      pygame.image.load("Player_walk_right3.png")]
        
        self.left = [pygame.image.load("Player_walk_left1.png"),
                     pygame.image.load("Player_walk_left2.png"),
                     pygame.image.load("Player_walk_left3.png")]

        self.jump1 = [pygame.image.load("Player_jump5.png")]

        
        self.jump2 = [
                     pygame.image.load("Player_rjump1.png")]
        

        self.fall = 0
        self.rect = pygame.Rect(x,y,height,width)
        self.idle = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idle]
        self.idlel = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idlel]
        self.right = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.right]
        self.left = [pygame.transform.scale(image,(image.get_width()*2, image.get_height()*2)) for image in self.left]
        self.jump1 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump1]
        self.jump2 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump2]
        self.fps = 10
        self.clock = pygame.time.Clock()
        self.anim_index = 0
        self.direction = "idle"
        self.direction = "right"
        self.direction = "left"
        self.dierection = "idleleft"
        self.dierection = "jump1"
        self.dierection = "jump2"
        self.next_frame_time = 0
    def get_rect(self):
        self.rect.topleft = (self.x,self.y)
        return self.rect
        pygame.draw.rect(self.color,self.rect)
    
    def draw(self):
        if self.direction == "idle":
            image_list = self.idle
        if self.direction == "right":
            image_list = self.right
        if self.direction == "left":
            image_list = self.left
        if self.direction == "idlel":
            image_list = self.idlel
        if self.direction == "jump1":
            image_list = self.jump1
        if self.direction == "jump2":
            image_list = self.jump2
    

         

        # Is it time to show the next animation frame?
        time_now = pygame.time.get_ticks()
        if ( time_now > self.next_frame_time ):
            # set the time for the next animation-frame
            inter_frame_delay = 1000 // self.fps   
            self.next_frame_time = time_now + inter_frame_delay  # in the future
            # move the current image to the next (with wrap-around)
            self.anim_index += 1
            if self.anim_index >= len( image_list ):
                self.anim_index = 0
                    
        if self.anim_index >= len(image_list):
            self.anim_index = 0
        player_image = image_list[self.anim_index]

        pygame.draw.rect( window, self.color, self.get_rect(), 2 )
        player_image = image_list[self.anim_index]

        player_rect = player_image.get_rect(center = self.get_rect().center)
        player_rect.centerx += 3
        player_rect.centery -= 13
        window.blit(player_image, player_rect)

class Snake:
    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.path = [x, end]
        self.walkCount = 0
        self.vel = 3
        self.visible = True
        self.no = pygame.image.load("Player_jump5.png")
        self.rect = pygame.Rect(x,y,width,height)
    def draw(self):
        self.move()
        self.rect.topleft = (self.x,self.y)
        window.blit(self.no,self.rect)

    def move(self):
        if self.visible:
            # turn around if the move would go out-of-bounds
            proposed_move = self.x + self.vel
            if ( proposed_move < self.path[0] or proposed_move > self.path[1] ):
                # Move hits a boundary, so we need to turn around
                self.vel = -self.vel
                self.Walking_index = 0
            # now make the correct move
            self.x += self.vel   # add +/- velocity
    def scroll(self,sx,sy):
        self.x += sx
        self.y += sy
        self.path[0] += sx
        self.path[1] += sx


class Platform:
    def __init__(self,x,y,width,height,color):
        self.x = x
        self.y =y
        self. width = width
        self.color = color
        self.height = height
        self.color = color
        self.speed = 4
        self.rect = pygame.Rect(x,y,width,height)
    def get_rect(self):
        self.rect.topleft = (self.x,self.y)
        return self.rect
    def draw(self):
        pygame.draw.rect(window,self.color,self.get_rect())


class Rule:
    def __init__(self,x,y,width,height,color):
        self.x = x
        self.y =y
        self. width = width
        self.color = color
        self.height = height
        self.color = color
        self.speed = 4
        self.rect = pygame.Rect(x,y,width,height)
    def draw(self):
        self.rect.topleft = (self.x,self.y)


# Colors for hitbox
white = (255,255,255)
green = (0,255,0)

# Drawing Player
playerman = Player(350,445,40,40,white)

#Drawing Platforms
platform1 = Platform(300,-9.1,40,500,green)
platform2 = Platform(330,451,2000,40,green)
platform3 = Platform(2300,-9.1,40,500,green)

# Drawing Rule
rule1 = Rule(340,-9.1,220,500,green)
rule2 = Rule(20000,-9,1,5,green)

snake1 = Snake(100, 110, 64, 64, 300)

# List
platforms = [platform1,platform2,platform3]

rules = [rule1,rule2]

snakes = [snake1]


# draws map
platformGroup = pygame.sprite.Group
Level = [
"                                         1   1",
"                                         1    ",
"                         1  1        111 1    ",
"                         1  1         1  1    ",
"                         11 1      1  1 11    ",
"                         1  1         1  1    ",
"                         1  1    1    11 1    ",
"           1   1   111   1 11         1  1    ",
"           1   1  11111        1      1          ",]

for iy,row in enumerate(Level):
    for ix, col in enumerate(row):
        if col == "1":
            new_platforms = Platform(ix*50,iy*50.2,50,50,(255,255,255))
            platforms.append(new_platforms)
    
            

# Windows color
def redrawwindow():
    window.fill((0,0,0))

    # Drawing the player and other stuff to the screen
    playerman.draw()

    for Platform in platforms:
        Platform.draw()
    for Rule in rules:
        Rule.draw()
    for Snake in snakes:
        Snake.draw()

x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()

run = True
while run:
    clock.tick(fps)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    
            

        


 # part of player screen movment
    if playerman.y < 250:
        playerman.y += 1
        for Platform in platforms:
            Platform.y += playerman.speed

        for Snake in snakes:
            Snake.scroll(0, +playerman.speed)

    if playerman.y > 410:
        playerman.y -= playerman.fall
        for Platform in platforms:
            Platform.y -= playerman.fall
        for Snake in snakes:
            Snake.scroll(0, -playerman.fall)

    # part of side colliding    
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_d:
            x_change = -7
            for Snake in snakes:
                Snake.scroll(playerman.speed,0)
            
        if event.key == pygame.K_a:
            x_change = 7
            for Snake in snakes:
                Snake.scroll(-playerman.speed,0)

    if event.type == pygame.KEYUP:
        if event.key == pygame.K_d or event.key == pygame.K_a:
            x_change = 0

        x += x_change
        if x > 500 - playerman.width or x < 0:
            x = old_x
           
        # lets player move
    keys = pygame.key.get_pressed()
    px, py = playerman.x, playerman.y

    for Platform in platforms:    
        if playerman.fall > 0 and keys[pygame.K_SPACE]:
            if keys[pygame.K_d]:
                playerman.direction = "jump1"
        else:
            if playerman.direction == "left":
                if keys[pygame.K_SPACE]:
                    playerman.direction = "jump2"

               

 # direction for player animation and screen movment
    if keys[pygame.K_d]:
        for Platform in platforms:
            Platform.x -= playerman.speed
        for Snake in snakes:
            Snake.scroll(-playerman.speed,0)
        for Rule in rules:
            Rule.x -= playerman.speed
        if not playerman.isJump:
            playerman.direction = "right"

        
    elif keys[pygame.K_a]:
        for Platform in platforms:
            Platform.x += playerman.speed
        for Rule in rules:
            Rule.x += playerman.speed
        if not playerman.isJump:
            playerman.direction = "left"
        for Snake in snakes:
            Snake.scroll(playerman.speed,0)






            
    else:
        if playerman.direction == "left" and playerman.direction == "idlel":
         
            playerman.direction = "idlel"
        else:
            if playerman.direction == "right" and playerman.direction == "idle":
                
                playerman.direction = "idle"


    if playerman.direction == "right" and keys[pygame.K_SPACE]:
        playerman.direction = "jump1"
            
    if playerman.direction == "left":
        if keys[pygame.K_SPACE]:
            playerman.direction = "jump2"

    
    # sides for player and player screen movment
    platform_rect_list = [p.rect for p in platforms]
    player_rect = playerman.get_rect()
    player_rect.topleft = (px, py)

    playerman.y = py
    if player_rect.collidelist(platform_rect_list) < 0:
        playerman.x = px

    move_right = keys[pygame.K_d]
    move_left = keys[pygame.K_a]
    if move_right: 
        for Platform in platforms:
            Platform.x -= playerman.speed
        for Rule in rules:
            Rule.x -= playerman.speed     # <---
        for Snake in snakes:
            Snake.scroll(-playerman.speed,0)

    if move_left:
        for Platform in platforms:
            Platform.x += playerman.speed
        for Rule in rules:
            Rule.x += playerman.speed     # <---
        for Snake in snakes:
            Snake.scroll(playerman.speed,0)

    platform_rect_list = [p.get_rect() for p in platforms] # get_rect()
    player_rect = playerman.get_rect()
    player_rect.topleft = (px, py)

    playerman.y = py
    cI = player_rect.collidelist(platform_rect_list)
    if cI >= 0:
        # undo movement of platforms dependent on the direction and intersection distance
        dx = 0
        if move_right: 
            dx = platform_rect_list[cI].left - player_rect.right
        if move_left:
            dx = platform_rect_list[cI].right - player_rect.left
        for Platform in platforms:
            Platform.x -= dx
            Platform.get_rect() # update rectangle
        for Rule in rules:
            Rule.x -= dx             # <---
        for Snake in snakes:
            Snake.x -= dx


##############                
  
    # About isJump
    if not playerman.isJump:
        playerman.y += playerman.fall
        playerman.fall += 1
        playerman.isJump = False

        # this part lets you jump on platform only the top 
        collide = False
        for Platform in platforms:
            if playerman.get_rect().colliderect(Platform.rect):
                collide = True
                playerman.isJump = False
                playerman.y = Platform.rect.top - playerman.height
                if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
                    playerman.x = Platform.rect.left - playerman.width
                if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
                    playerman.x = Platform.rect.right
                       
            # colliding with floor      
            if playerman.rect.bottom >= 500:
                collide = True
                playerman.isJump = False
                playerman.Jumpcount = 10
                playerman.y = 500 - playerman.height

        # Jumping
        if collide:
            if keys[pygame.K_SPACE]:
                playerman.isJump = True
                py -= playerman.speed
            playerman.fall = 0
            

    # Jump Count

    else:
        if playerman.JumpCount >= 0:
            playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
            playerman.JumpCount -= 1
        else:
            playerman.isJump = False
            playerman.JumpCount = 10

    redrawwindow()
    if playerman.rect.colliderect(rule1.rect):
        window.blit(move,(-40,-100))
    
    pygame.display.update()
pygame.quit()

金斯利

Snake.move()看起来不正确。只考虑根据朝任一方向移动self.visible另外,它减去了velwhenvel已经为负的时间-这导致了加(正)速度的结果。

我假设您只想移动可见的蛇,并且如果每次击中终点,蛇都会转弯。

可能需要重新编写此代码,这将有助于:

def move(self):
    if self.visible:
        # turn around if the move would go out-of-bounds
        proposed_move = self.x + self.vel
        if ( proposed_move < self.path[0] or proposed_move > self.path[1] ):
            # Move hits a boundary, so we need to turn around
            self.vel = -self.vel
            self.Walking_index = 0
        # now make the correct move
        self.x += self.vel   # add +/- velocity

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