我怎么才能撞上45度的斜坡呢?

How can i collide with a 45 degree slope?(我怎么才能撞上45度的斜坡呢?)
本文介绍了我怎么才能撞上45度的斜坡呢?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

在过去的3天里,我一直试图理解这一点,但随着我读到的每一篇文章和我看过的每一段YouTube视频,我都无法理解这个概念。在这里提问之前,我已经根据我在网上看到的内容,尽了我最大的努力来听和读。

我只想让一个矩形爬上一个斜坡。我不是在为这件事寻找一个函数。我看的每个教程/文章/视频都解释了它们的函数/类是如何工作的。有些正在使用调用其内部其他函数的类和函数的列表。它变得非常抽象,现在对我来说太多了。

我似乎需要有人帮我把这件事处理得轻轻松松。没有函数,也没有类。我只想将一个矩形向上移动一个45度的坡度。

一段YouTube视频解释说,我需要y = mx + b。但没有解释如何使用这一功能。因此,如果有谁有一个基本的45度坡度的公式,并能用我自己的代码向我展示如何在没有函数或类的情况下使用它,我将不胜感激。

在我理解它之后,我可以创建自己的函数和类来实现它。我在这方面的尝试是在我的坡道图像后面制作一个矩形。这是错的吗?我应该使用单行吗?

我的代码尝试:

import pygame
import sys

pygame.init()
clock = pygame.time.Clock()
screensize = (800, 600)
screen = pygame.display.set_mode(screensize)
colour = [(0, 0, 0), (255, 0, 0), (255, 255, 255), (114, 216, 242), (200, 200, 200), (255, 199, 241), (50, 50, 50)]
          # black 0    #red   1     #white    2      #light_blue 3    #gray   4        #light_pink  5   #dark_gray 6
moving_up = False
moving_down = False
moving_left = False
moving_right = False
gravity = 5


def collide(rect, rectangle_list):
    hit_list = []
    for rectangle in rectangle_list:
        if rect.colliderect(rectangle):
            hit_list.append(rectangle)
    return hit_list


def move(rect, movement, tiles):
    collision_types = {'top': False, 'bottom': False, 'right': False, 'left': False}

    rect.x += movement[0]
    hit_list = collide(rect, tiles)
    for tile in hit_list:
        if movement[0] > 0:
            rect.right = tile.left
            collision_types['right'] = True
        elif movement[0] < 0:
            rect.left = tile.right
            collision_types['left'] = True

    rect.y += movement[1]
    hit_list = collide(rect, tiles)
    for tile in hit_list:
        if movement[1] > 0:
            rect.bottom = tile.top
            collision_types['bottom'] = True
        elif movement[1] < 0:
            rect.top = tile.bottom
            collision_types['top'] = True
    return rect, collision_types

player_rect = pygame.Rect(100, 51, 50, 50)
while True:
    screen.fill(colour[6])
    pygame.draw.polygon(screen, (255, 0, 255), [(300, 500), (300, 550), (250, 550)])

# ~~~~~~ List of rectangles
    rectlist = []
    small_rect = pygame.Rect(200, 200, 50, 50)
    bottomrect_1 = pygame.Rect(0, screensize[1] - 50, screensize[0], 50)
    bottomrect_2 = pygame.Rect(300, screensize[1] - 100, screensize[0], 50)
    D_rect = pygame.Rect(250, screensize[1] - 100, 50, 50)
    rectlist.append(small_rect)
    rectlist.append(bottomrect_1)
    rectlist.append(bottomrect_2)

# ~~~~~~ Player Movement
    player_movement = [0, 0]
    if moving_up:
        player_movement[1] -= 2
    if moving_down:
        player_movement[1] += 2
    if moving_left:
        player_movement[0] -= 2
    if moving_right:
        player_movement[0] += 2

    player_movement[1] += gravity

# ~~~~~~ Player Collision
    my_rect, collision = move(player_rect, player_movement, rectlist)







    # my attempt at this diagonal humbug. D_rect is the diagonal rect. (the slope)
    if my_rect.colliderect(D_rect):
        yy = D_rect.height + (my_rect.x - D_rect.x) * 1
        my_rect.y -= yy/3.6







# ~~~~~~ Event Loop
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                pygame.quit()
                sys.exit()
            if event.key == pygame.K_w:
                moving_up = True
            if event.key == pygame.K_s:
                moving_down = True
            if event.key == pygame.K_a:
                moving_left = True
            if event.key == pygame.K_d:
                moving_right = True
            if event.key == pygame.K_SPACE:
                gravity = -gravity

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_w:
                moving_up = False
            if event.key == pygame.K_s:
                moving_down = False
            if event.key == pygame.K_a:
                moving_left = False
            if event.key == pygame.K_d:
                moving_right = False

    # ~~~~~~ Draw.
    pygame.draw.rect(screen, (0, 255, 125), D_rect, 1)
    pygame.draw.rect(screen, colour[3], small_rect)
    pygame.draw.rect(screen, colour[4], my_rect)
    pygame.draw.rect(screen, colour[5], bottomrect_1)
    pygame.draw.rect(screen, colour[5], bottomrect_2)
    pygame.display.update()
    clock.tick(60)

推荐答案

计算移动矩形右边缘对角线矩形的高度(my_rect.right):

dia_height = D_rect.height * (my_rect.right-D_rect.left) / D_rect.width

计算移动矩形右边缘的对角线矩形的顶部:

D_rect_top = D_rect.bottom - round(dia_height)

移动矩形右边缘的对角矩形的顶部是移动矩形的底部:

my_rect.bottom = D_rect_top

如果对角线方向相反,则在左边缘(my_rect.left)而不是右边缘(my_rect.right)找到对角线的高度。

公式y=mx+b隐藏在以下代码中:

xmy_rect.right - D_rect.left
m-D_rect.height / D_rect.width
bD_rect.bottom
ymy_rect.bottom


while True:
    # [...]

    if my_rect.colliderect(D_rect):
        dia_height = D_rect.height * (my_rect.right-D_rect.left) / D_rect.width
        D_rect_top = D_rect.bottom - round(dia_height)
        my_rect.bottom = D_rect_top

    # [....]

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