Reputation: 1001
MY PROBLEM:
At the point I'm at in my game I want to add a couple features like double jumps, wall jumps, etc.
However I've run into a problem with my collision detection and I can't seem to straighten it out.
The problem is that when my character collides with the ground it registers a collision.
However the next tick it no longer is registering a collision even if I'm on the ground.
This creates problems with detecting if I've collided with a wall or if I'm currently colliding with the ground etc.
This creates even more of a problem because when its not detecting a collision my y-velocity will constantly decrease.
So, my player has a constant y-velocity that is increasing instead of it just being 0 when on the ground.
EXAMPLE:
As you can see in the left hand corner my y-velocity is bouncing through numbers like this:
0
0
0.3
0.6
0.9
then it starts over.
What I really need is for this to constantly be 0 when I'm on the ground and for the code to recognize that I'm on the ground.
But It's not and I can't figure out why, Can anyone help?
CODE:
import pygame
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
#pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
up = down = left = right = space = False
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
plants = []
space_num = 0
x = 0
y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP",
"P PPPP",
"P PPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
if col == "p":
p = Plant(x, y)
plants.append(p)
entities.add(p)
x += 32
y += 32
x = 0
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYDOWN and e.key == K_SPACE:
if space_num < 6:
space = True
space_num += 1
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_SPACE:
space = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
# update player, draw everything else
player.update(up, down, left, right, platforms, space)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
#def simple_camera(camera, target_rect):
# l, t, _, _ = target_rect
# _, _, w, h = camera
# return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t+HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(400, 400, 32, 32)
def update(self, up, down, left, right, platforms, space):
if space:
if not self.onGround:
self.yvel = -12
if self.onGround:
self.yvel = 0
else:
if up:
if self.onGround: self.yvel -= 10 # only jump if on the ground
if down:
pass
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 40: self.yvel = 40 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0: self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#DDDDDD"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("bush.png")
class Decoration(Entity):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Plant(Decoration):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((64, 64))
self.image.convert()
#self.image = pygame.image.load("bush.png")
self.rect = Rect(x, y, 64, 64)
if __name__ == "__main__":
main()
Upvotes: 1
Views: 1175
Reputation: 21773
It looks like whenever space is not held down, the code for update will set you as being in the air:
def update(self, up, down, left, right, platforms, space):
if space:
else:
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
Perhaps pygame's collision code does not detect a collision if the character doesn't move a single pixel to overlap the platform, and is instead exactly on it as far as it's concerned? In such a case, you'd go through a loop of landed, set yvel to 0. Ok, we're falling, 0.3, falling, 0.6, falling, 0.9, falling... OK we moved 1 pixel and we overlapped, we landed, set yvel to 0. And repeat at the beginning.
Upvotes: 1