所以我在 pygame 中编写了一个小型平台游戏,您可以在其中放置方 block 并在它们上面跳来跳去……但是,游戏仅限于窗口的边界(很明显)。那么如何添加一种使用 A 和 D 键滚动“相机”的方法呢?
这是游戏的代码:
import pygame,random
from pygame.locals import *
from collections import namedtuple
pygame.init()
clock=pygame.time.Clock()
screen=pygame.display.set_mode((640,480))
pygame.display.set_caption("PiBlocks | By Sam Tubb")
max_gravity = 100
blocksel="texture\\dirt.png"
curs = pygame.image.load("texture\\cursor.png").convert()
curs.set_colorkey((0,255,0))
class Block(object):
def __init__(self,x,y,sprite):
self.sprite = pygame.image.load(sprite).convert_alpha()
self.rect = self.sprite.get_rect(centery=y, centerx=x)
class Player(object):
sprite = pygame.image.load("texture\\playr.png").convert()
sprite.set_colorkey((0,255,0))
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
# indicates that we are standing on the ground
# and thus are "allowed" to jump
self.on_ground = True
self.xvel = 0
self.yvel = 0
self.jump_speed = 7
self.move_speed = 3
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
if xvel < 0: self.rect.left = block.rect.right
# 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
colliding = False
Move = namedtuple('Move', ['up', 'left', 'right'])
player=[]
blocklist=[]
font=pygame.font.Font(None,20)
while True:
screen.fill((25,30,90))
mse = pygame.mouse.get_pos()
key = pygame.key.get_pressed()
if key[K_1]:
blocksel="texture\\dirt.png"
if key[K_2]:
blocksel="texture\\stonetile.png"
if key[K_3]:
blocksel="texture\\sand.png"
if key[K_ESCAPE]:
exit()
for event in pygame.event.get():
if event.type == QUIT:
exit()
if key[K_LSHIFT]:
if event.type==MOUSEMOTION:
if not any(block.rect.collidepoint(mse) for block in blocklist):
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16,blocksel))
else:
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
blocklist.remove(b)
if not to_remove:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
blocklist.append(Block(x+16,y+16,blocksel))
elif event.button == 3:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
player=Player(x+16,y+16)
move = Move(key[K_UP], key[K_LEFT], key[K_RIGHT])
for b in blocklist:
screen.blit(b.sprite, b.rect)
if player:
player.update(move, blocklist)
screen.blit(player.sprite, player.rect)
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
screen.blit(curs,(x,y))
clock.tick(60)
x=blocksel.replace('texture\\','')
x=x.replace('.png','')
words=font.render('Selected Block: '+str(x), True, (255,255,255))
screen.blit(words,(1,1))
pygame.display.flip()
感谢任何帮助:)
最佳答案
为了拥有滚动相机,您必须区分屏幕坐标和世界坐标。
在此图中,屏幕的轮廓(和屏幕坐标)以红色显示。世界坐标为黑色。虚线箭头显示屏幕原点与世界原点(相机矢量 或相机位置)的偏移量。
在绘制对象时,您需要将世界坐标转换为屏幕坐标(相机变换),然后将屏幕坐标转换回世界坐标(逆相机变换) em>) 在确定鼠标指向哪个 block 时。
在 2-D 中,这些变换很简单:相机变换是“世界坐标减去相机位置”,逆相机变换是“屏幕坐标加上相机位置”。
如果您对代码的更一般性评论感兴趣,您可以考虑将您的代码发布到 Code Review (当你觉得它尽可能好时)。
关于我发现的问题的一些快速说明:
每次创建新 block 时加载纹理并制作 Sprite 。这似乎有点浪费:为什么不只加载每个纹理一次并多次使用 Sprite ?
玩家无法控制跳跃的高度。值得仔细研究 super 马里奥世界等经典平台游戏,了解跳跃的原理。
速度以每帧像素表示,这意味着您不能改变帧率。考虑以每秒像素数表示速度并乘以时间步长。
变量
max_gravity
命名不当:它是玩家的终端向下速度。 (此外,由于它是常量,您可能希望将其命名为大写。)有很多重复的代码可以转化为函数或方法。例如,这样的代码:
x=(int(mse[0]) / 32)*32 y=(int(mse[1]) / 32)*32 ... x+16,y+16 ...
出现在四个地方。 (当您修改代码以添加相机位置时,这将成为逆相机变换。)
如果您为常量命名,代码将更易于理解,例如:
BACKGROUND_COLOR = 25, 30, 90 TEXT_COLOR = pygame.Color('white') BLOCK_SIZE = 32, 32 SCREEN_SIZE = 640, 480 FRAMES_PER_SECOND = 60
关于python - Pygame:无限滚动相机?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19073382/