如何在Python中渲染等距的基于tile的世界?

时间:2013-12-17 09:03:57

标签: python pygame render tile isometric

使用Python和Pygame使用以下代码渲染基于等距2D图块的世界时遇到了一些麻烦:

'''
Map Rendering Demo
rendermap.py
By James Walker (trading as Ilmiont Software).
Copyright (C)Ilmiont Software 2013. All rights reserved.

This is a simple program demonstrating rendering a 2D map in Python with Pygame from a list of map data.
Support for isometric or flat view is included.
'''

import pygame
from pygame.locals import *

pygame.init()

DISPLAYSURF = pygame.display.set_mode((640, 480), DOUBLEBUF)    #set the display mode, window title and FPS clock
pygame.display.set_caption('Map Rendering Demo')
FPSCLOCK = pygame.time.Clock()

map_data = [
[1, 1, 1, 1, 1],
[1, 0, 0, 0, 1],
[1, 0, 0, 0, 1],
[1, 0, 0, 0, 1],
[1, 0, 0, 0, 1],
[1, 1, 1, 1, 1]
]               #the data for the map expressed as [row[tile]].

wall = pygame.image.load('wall.png').convert()  #load images
grass = pygame.image.load('grass.png').convert()

tileWidth = 64  #holds the tile width and height
tileHeight = 64

currentRow = 0  #holds the current map row we are working on (y)
currentTile = 0 #holds the current tile we are working on (x)

for row in map_data:    #for every row of the map...
    for tile in row:
        tileImage = wall

        cartx = currentTile * 64    #x is the index of the currentTile * the tile width
        print(cartx)
        carty = currentRow * 64     #y is the index of the currentRow * the tile height
        print(carty)
        x = cartx - carty
        print(x)
        y = (cartx + carty) / 2
        print(y)
        print('\n\n')
        currentTile += 1    #increase the currentTile holder so we know that we are starting rendering a new tile in a moment

        DISPLAYSURF.blit(tileImage, (x, y)) #display the actual tile
    currentTile = 0 #reset the current working tile to 0 (we're starting a new row remember so we need to render the first tile of that row at index 0)
    currentRow += 1 #increment the current working row so we know we're starting a new row (used for calculating the y coord for the tile)

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type == KEYUP:
            if event.key == K_ESCAPE:
                pygame.quit()
                sys.exit()

    pygame.display.flip()
    FPSCLOCK.tick(30)

使用的磁贴大小为64x64;运行时上面的代码生成以下输出: enter image description here 瓷砖都有透明的边缘,在这个例子中只有“墙”瓷砖,但显然出现问题,因为瓷砖距离太远。

我曾尝试在线阅读一些教程,但我似乎找不到一个用Python编写的教程,所以请告诉我哪里出错了。

提前致谢, Ilmiont

2 个答案:

答案 0 :(得分:2)

试试这个:

  print(carty)
  x = (cartx - carty) / 2
  print(x)
  y = (cartx + carty)/4*3

并且,经过测试,将convert()修改为convert_alpha(),因为在convert()上优化杀死alpha()

我还修改了y(/ 4 * 3),以考虑你的形象。这对我有用。

答案 1 :(得分:2)

您可以通过将colorkey设置为黑色来摆脱黑色三角形,我复制了您的示例并通过更改来修复它:

for row in map_data:    #for every row of the map...
for tile in row:
    tileImage = wall

for row in map:
  for tile in row:
    tileImage = wall
    tileImage.set_colorkey((0,0,0))

发现自: https://www.pygame.org/docs/ref/surface.html#pygame.Surface.set_colorkey

可能有更好的方法为所有人设置colorkey,但我尝试了这个并且它似乎有用。我看到关于alpha的评论,我相信它也会更好。

关于定位,您只需要从屏幕中间开始渲染。通过简单的更改,我能够使用您的代码执行此操作:

x = cartx - carty
print(x)
y = (cartx + carty) / 2

x = 320 + ((cartx - carty) / 2)
y = ((cartx+carty) / 4 * 3)

我希望这可以帮助这个线程的任何新手!