我正在用PyGame制作一个小游戏,其中相机聚焦于代表角色的精灵,当按下箭头键时地图会围绕它移动。问题是地图不动。我以前多次遇到这个问题,我想我已经把它缩小到可能的范围,但我不知道如何解决这个问题。
以下是代码:
import sys, pygame
from pygame.locals import *
pygame.init()
size = screen_width, screen_height = 800, 600
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
game_is_running = True
class Character(object):
""" Defines player's metadata """
def __init__(self):
self.x = 350
self.y = 250 # at about the center of the screen
self.dx = 0
self.dy = 0
self.width = 50
self.height = 50
self.sprite = pygame.image.load("./../Images/main-char-sprite.png") #the pic representing the character
self.dead_sprite = None #the pic representing the character when dead (doesn't exist yet)
player = Character()
class Map():
"""
Defines environment.
Will be drawn around static arrays for now.
"""
def __init__(self):
self.wall = pygame.image.load("./../Images/dungeon/wall.jpg")
self.floor = pygame.image.load("./../Images/dungeon/floor.jpg")
self.door = pygame.image.load("./../Images/dungeon/door.jpg")
self.null_tile = pygame.image.load("./../Images/blank.png")
self.x = 0
self.y = 0
self.tile_height = 50
self.tile_width = 50
self.center_x = 400
self.center_y = 300
#self.center_of_room = (self.center_x, self.center_y)
self.town = [
[0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 0, 0, 0, 0, 0],
[0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
]
def draw_floor(self): #will use arrays
for j in range(24): #self.town is 24x24 elements
for k in range(24):
if self.town[j][k]==0:
screen.blit(self.null_tile, (j*player.height, k*player.width))
elif self.town[j][k]==1:
screen.blit(self.wall, (j*player.height, k*player.width))
elif self.town[j][k]==2:
screen.blit(self.floor, (j*player.height, k*player.width))
elif self.town[j][k]==3:
screen.blit(self.door, (j*player.height, k*player.width))
else:
screen.blit(self.null_tile, (j*player.height, k*player.width))
def is_traversable(self):
# if where the player is about to walk is not a floor,
# the land is not traversable and character will not move
if self.town[(player.x + player.dx)//50][(player.y + player.dy)//50]==2:
return True
return False
map = Map()
while game_is_running:
clock.tick(60)
key = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT or key[K_ESCAPE] or key[K_RETURN]:
game_is_running = False
if key[K_UP]:
player.dy = player.height-(2*player.height) #turns player.height negative
if map.is_traversable():
map.y -= player.height
elif key[K_DOWN]:
player.dy = player.height
if map.is_traversable():
map.y += player.height
elif key[K_LEFT]:
player.dx = player.width-(2*player.width)
if map.is_traversable():
map.x -= player.width
elif key[K_RIGHT] and map.is_traversable():
player.dx = player.width
if map.is_traversable():
map.x += player.width
else: pass
""" Drawing routines: """
screen.fill((0, 0, 0))
map.draw_floor()
screen.blit(player.sprite, (player.x, player.y))
""" Graphics cleanup: """
pygame.display.update()
pygame.display.flip()
pygame.quit()
sys.exit()
基于我过去的PyGame程序,我总是在移动已经用for
循环绘制到屏幕上的精灵集合时遇到问题,例如我在这里所做的。甚至平庸和简单的例子都失败了。我想知道的是为什么这样,我怎样才能简洁地绘制大型地图并让它们移动? range()
列出一个列表,据我所知,列表元素是可变的,为什么地图的位置不变?
答案 0 :(得分:2)
map
is_traversable
始终为假x = world_x + camera_x
和y = world_y + camera_y
。更改camera_x / y(或将其视为偏移)会导致地图滚动。然而,对象将其位置存储为全局坐标。 (无论是像素还是基于瓷砖)修改后的代码如下。您可以看到它轮询向上箭头,但它从不打印“true!”。
import pygame
from pygame.locals import *
pygame.init()
size = screen_width, screen_height = 800, 600
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
game_is_running = True
def temp_sprite(color, size=50):
# gen Surface, since I don't have your sprites
surf = pygame.Surface([size, size])
surf.fill(Color(color))
return surf
class Character(object):
""" Defines player's metadata """
def __init__(self):
self.x = 350
self.y = 250 # at about the center of the screen
self.dx = 0
self.dy = 0
self.width = 50
self.height = 50
#self.sprite = pygame.image.load("./../Images/main-char-sprite.png") #the pic representing the character
self.sprite = temp_sprite("red")
self.dead_sprite = None #the pic representing the character when dead (doesn't exist yet)
player = Character()
class Map():
"""
Defines environment.
Will be drawn around static arrays for now.
"""
def __init__(self):
self.wall = temp_sprite("blue") #pygame.image.load("./../Images/dungeon/wall.jpg")
self.floor = temp_sprite("green") #pygame.image.load("./../Images/dungeon/floor.jpg")
self.door = temp_sprite("brown") #pygame.image.load("./../Images/dungeon/door.jpg")
self.null_tile = temp_sprite("magenta") # pygame.image.load("./../Images/blank.png")
self.x = 0
self.y = 0
self.tile_height = 50
self.tile_width = 50
self.center_x = 400
self.center_y = 300
#self.center_of_room = (self.center_x, self.center_y)
self.town = [
[0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 0, 0, 0, 0, 0],
[0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
]
def draw_floor(self): #will use arrays
for j in range(24): #self.town is 24x24 elements
for k in range(24):
if self.town[j][k]==0:
screen.blit(self.null_tile, (gamemap.y + j*player.height, gamemap.x + k*player.width))
elif self.town[j][k]==1:
screen.blit(self.wall, (gamemap.y + j*player.height, gamemap.x + k*player.width))
elif self.town[j][k]==2:
screen.blit(self.floor, (gamemap.y + j*player.height, gamemap.x + k*player.width))
elif self.town[j][k]==3:
screen.blit(self.door, (gamemap.y + j*player.height, gamemap.x + k*player.width))
else:
screen.blit(self.null_tile, (gamemap.y + j*player.height, gamemap.x + k*player.width))
def is_traversable(self):
# if where the player is about to walk is not a floor,
# the land is not traversable and character will not move
if self.town[(player.x + player.dx)//50][(player.y + player.dy)//50]!=2:
print "true!"
return True
return False
gamemap = Map()
while game_is_running:
clock.tick(60)
key = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT or key[K_ESCAPE] or key[K_RETURN]:
game_is_running = False
if key[K_UP]:
print '.'
player.dy = player.height-(2*player.height) #turns player.height negative
if gamemap.is_traversable():
gamemap.y -= player.height
elif key[K_DOWN]:
player.dy = player.height
if gamemap.is_traversable():
gamemap.y += player.height
elif key[K_LEFT]:
player.dx = player.width-(2*player.width)
if gamemap.is_traversable():
gamemap.x -= player.width
elif key[K_RIGHT] and gamemap.is_traversable():
player.dx = player.width
if gamemap.is_traversable():
gamemap.x += player.width
else: pass
""" Drawing routines: """
screen.fill((0, 0, 0))
gamemap.draw_floor()
screen.blit(player.sprite, (player.x, player.y))
""" Graphics cleanup: """
pygame.display.update()
pygame.display.flip()
pygame.quit()
sys.exit()