我知道那里已经有其他相关的帖子了,但是我的运动系统与我发现的帖子有些不同,所以随后我问了这个问题。
我的运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
我尝试将第五个变量添加到称为
upUp
的元组中,并且在调用该变量时将触发另一个跳转,而不管on_ground
是否为true。为了触发它,我在事件循环中使用了它:
if e.type==KEYUP:
if dj==0:
dj=-1
if dj=-1:
dj='true'
Move(K_w,K_a,K_d,K_s,dj)
但这根本不能正常工作!
任何人有任何建议吗?
最佳答案
您必须保持某种状态,以跟踪您处于跳跃的哪个“阶段”。
这些“阶段”是:
地面上的
因此,您应该能够执行以下操作:
def update(self, move, blocks):
if self.on_ground:
self.jump_state = 'on_ground'
if move.up and self.on_ground:
# jump!
self.yvel -= self.jump_speed
self.jump_state = 'jumped'
if self.jump_state = 'jumped' and not move.up and not self.on_ground:
self.jump_state = 'ready_for_double_jump'
if self.jump_state = 'ready_for_double_jump' and move.up:
# jump!
self.yvel -= self.jump_speed
self.jump_state = 'double_jumped'
...
您会明白的。