我想阻止屏幕背景图像与播放器一起移动,但我无法弄清楚如何做到这一点。下面是一个例子,当玩家移动时,背景图像随之移动。我只是希望相机随着播放器移动而背景静止不动。有人可以帮忙吗?
示例:
CODE:
import pygame
from pygame import *
WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
up = left = right = False
entities = pygame.sprite.Group()
player = Player(32, 32)
platforms = []
x = 0
y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPPP PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPPPPPPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPP PPPPPPP",
"P PPPPP PPPP PPPPPPP",
"P PPPP",
"P PPPP",
"P PPPP",
"P PPPPPPPPPPPPPPPPPP",
"P PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
#print(total_level_width, total_level_height)
background = pygame.image.load("Untitled.png")
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
# draw background
screen.blit(background, (0,0))
#draw entities
for e in entities:
screen.blit(e.image, camera.apply(e))
# update player, update camera, and refresh
player.update(up, left, right, platforms)
camera.update(player)
pygame.display.flip()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width - WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(200, 1200, 32, 32)
def update(self, up, left, right, platforms):
print(self.yvel)
if up:
if self.onGround:
self.yvel = 0
self.yvel -= 10 # only jump if on the ground
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 80: self.yvel = 80 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yvel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = Surface((32, 32))
self.image.convert()
self.image.fill(Color("#FFFFFF"))
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("bush.png")
if __name__ == "__main__":
main()
答案 0 :(得分:3)
我只是希望相机随着播放器移动而背景静止不动。
反过来说:背景已经静止不动了。你希望它随相机一起移动。
所以而不是
screen.blit(background, (0,0))
使用
screen.blit(background, camera.apply((0,0)))
并将您的相机类更改为此
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
try:
return target.rect.move(self.state.topleft)
except AttributeError:
return map(sum, zip(target, self.state.topleft))
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
允许将其应用于仲裁坐标,而不仅仅是Sprite
s。
答案 1 :(得分:0)
问题是背景不滚动。由于相机已经存在,您只需要存储当前偏移量,然后用blit存储,而不是(0,0)
请注意使用rect's properties (docs)。替换这些:
l, t, _, _ = target_rect
_, _, w, h = camera
与
l, t = target_rect.topleft
w, h = camera.size
像HALFWIDTH这样的东西可以使用这些属性来简化数学运算。 topleft, bottomleft, topright, bottomright
midtop, midleft, midbottom, midright
center, centerx, centery
等。