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

  • 跳(按下跳转按钮)
  • 跳跃并处于空中(已释放跳转按钮)
  • 双跳(再次按下跳转按钮)

  • 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。

    10-02 08:15