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@ -2,7 +2,7 @@ from ..components import info
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import pygame
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import pygame
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from .. import tools, setup
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from .. import tools, setup
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from .. import constants as C
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from .. import constants as C
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from .. components import player
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from .. components import player,stuff
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import os
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import os
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import json
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import json
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@ -15,6 +15,7 @@ class Level:
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self.setup_background()
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self.setup_background()
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self.setup_start_positions()
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self.setup_start_positions()
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self.setup_player()
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self.setup_player()
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self.setup_ground_items()
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def load_map_data(self):
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def load_map_data(self):
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file_name = 'level_1.json'
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file_name = 'level_1.json'
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@ -46,6 +47,12 @@ class Level:
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self.player.rect.x = self.game_window.x + self.player_x
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self.player.rect.x = self.game_window.x + self.player_x
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self.player.rect.bottom = self.player_y
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self.player.rect.bottom = self.player_y
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def setup_ground_items(self):
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self.ground_items_group = pygame.sprite.Group() # 组存放多个精灵类,方便处理
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for name in ['ground','pipe','step']:
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for item in self.map_data[name]:
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self.ground_items_group.add(stuff.Item(item['x'],item['y'],item['width'],item['height'],name))
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def update(self, surface, keys):
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def update(self, surface, keys):
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self.player.update(keys)
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self.player.update(keys)
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@ -55,12 +62,55 @@ class Level:
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def update_player_position(self):
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def update_player_position(self):
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# x判定
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self.player.rect.x += self.player.x_vel
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self.player.rect.x += self.player.x_vel
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if self.player.rect.x < self.start_x:
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if self.player.rect.x < self.start_x:
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self.player.rect.x = self.start_x
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self.player.rect.x = self.start_x
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elif self.player.rect.right > self.end_x:
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elif self.player.rect.right > self.end_x:
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self.player.rect.right = self.end_x
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self.player.rect.right = self.end_x
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self.check_x_collisions()
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# y判定
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self.player.rect.y += self.player.y_vel
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self.player.rect.y += self.player.y_vel
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self.check_y_collisions()
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def check_x_collisions(self): # x方向
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ground_item = pygame.sprite.spritecollideany(self.player, self.ground_items_group) # 检测碰撞
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if ground_item:
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self.adjust_player_x(ground_item)
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def check_y_collisions(self): # y方向
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ground_item = pygame.sprite.spritecollideany(self.player, self.ground_items_group) # 检测碰撞
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if ground_item:
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self.adjust_player_y(ground_item)
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self.check_will_fall(self.player) # 坠落检测
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def adjust_player_x(self,sprite):
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if self.player.rect.x < sprite.rect.x:
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self.player.rect.right = sprite.rect.left # 重置位置为最左边
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else:
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self.player.rect.left = sprite.rect.right
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self.player.x_vel = 0
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def adjust_player_y(self,sprite):
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if self.player.rect.bottom < sprite.rect.bottom:
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self.player.y_vel = 0
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self.player.rect.bottom = sprite.rect.top
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self.player.state = 'walk'
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else:
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self.player.y_vel = 7
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self.player.rect.top = sprite.rect.bottom
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self.player.state = 'fall'
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def check_will_fall(self,sprite):
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sprite.rect.y += 1 # 下落一个像素
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check_ground = pygame.sprite.Group(self.ground_items_group) # 检测是否碰撞
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collided = pygame.sprite.spritecollideany(sprite, check_ground)
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if not collided and sprite.state != 'jump' : # 如果没有或者处于跳起则不坠落
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sprite.state = 'fall'
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sprite.rect.y -= 1
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def update_game_window(self):
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def update_game_window(self):
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third = self.game_window.x + self.game_window.width/3
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third = self.game_window.x + self.game_window.width/3
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