谢谢BlackJack,这里有你的建议代码。玩家图像只停留在左上角(0,0)。图像循环遍历转轮阵列中的图像,但向左或向右按下不会使玩家精灵在背景图像的边缘移动,也不会移动背景图像和块。
import pygame, math
from math import *
backimage = pygame.image.load("C:/Users/Jed/Desktop/Drawings/DSC_0001_cropped.jpg")
cameraX_offset = 0
cameraY_offset = 0
screen = pygame.display.set_mode([700,700])
pygame.init()
pygame.key.set_repeat(20, 20)
#Runner instances#
runner = []
#lots of images from disk add to array
currentRunner = 17
#end of runners!#
freespeed = 5 #speed character moves at edges of background
jumping = False
jumpingLeft = True
jumpVariable = 0
initialY = None
class Player(pygame.sprite.Sprite):
def __init__(self):
self.image = runner[int(floor(currentRunner))]
self.rect = self.image.get_rect()
self.rect.topleft = (350, 500)
def see_on_block(self):
new_rect = self.rect.move(0, 2)
if not any(new_rect.colliderect(b.rect) for b in blocks):
self.rect= new_rect
def movement (self):
global cameraX_offset, currentRunner, jumping, jumpingLeft, jumpVariable, initialY
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT: #moving character left
if cameraX_offset <= 0 and self.rect.left > 20:
self.rect.left -= freespeed
elif 350 < self.rect.left <= 800:
self.rect.left -= freespeed
elif cameraX_offset > 0:
cameraX_offset -=1
if currentRunner >= 7:
currentRunner = 0
else:
currentRunner += 0.3
if event.key == pygame.K_RIGHT: #moving character right
if cameraX_offset >= 250 and self.rect.left < 635:
self.rect.left += freespeed
elif -10 <= self.rect.left < 350:
self.rect.left += freespeed
elif cameraX_offset < 250:
cameraX_offset += 1
if currentRunner < 8 or
currentRunner >= 15:
currentRunner = 8
else:
currentRunner += 0.3
if event.key == pygame.K_SPACE:
jumping = True
initialY = self.rect.top
elif event.type == pygame.KEYUP:
if 0 <= currentRunner <= 7:
currentRunner = 16
elif 8 <= currentRunner <= 15:
currentRunner = 17
if jumping == True:
if 0 <= currentRunner <= 7 or currentRunner == 16 or 18 <= currentRunner <= 21: #sees whether character is facing left or right when jump initiated
jumpingLeft = True
else:
jumpingLeft = False
jumpVariable += (radians(5))
if radians(90) <= jumpVariable < radians(270):
self.rect.top = initialY - 100*sin(jumpVariable - radians(90)) #moves character in Y according to sin
if jumpingLeft == True:
if cameraX_offset <= 0 and self.rect.left > 20: #moves character in X if facing left
self.rect.left -= jumpVariable
elif 350 < self.rect.left <= 800:
self.rect.left -= jumpVariable
elif cameraX_offset > 0:
cameraX_offset -= 2
elif jumpingLeft == False:
if cameraX_offset >= 250 and self.rect.left < 635: #moves character in X if facing right
self.rect.left += jumpVariable
elif -10 <= self.rect.left < 350:
self.rect.left += jumpVariable
elif cameraX_offset < 250:
cameraX_offset += 2
if jumpVariable >= radians(270): #changes character's sprite when jumping according to variable
jumping = False
jumpVariable = 0
if 0 < jumpVariable < radians(45):
if jumpingLeft == True:
currentRunner = 18
else:
currentRunner = 22
elif radians(45) <= jumpVariable < radians(70):
if jumpingLeft == True:
currentRunner = 19
else:
currentRunner = 23
elif radians(70) <= jumpVariable < radians (105):
if jumpingLeft == True:
currentRunner = 20
else:
currentRunner = 24
elif radians(105) <= jumpVariable < radians (225):
if jumpingLeft == True:
currentRunner = 21
else:
currentRunner = 25
elif radians(225) <= jumpVariable <= radians(260):
if jumpingLeft == True:
currentRunner = 18
else:
currentRunner = 22
elif radians(260) < jumpVariable < radians(270):
if jumpingLeft == True:
currentRunner = 16
else:
currentRunner = 17
if jumping == False:
jumpVariable = 0
self.image = runner[int(floor(currentRunner))]
self.rect = self.image.get_rect()
screen.blit(self.image, (self.rect.left, self.rect.top))
class Block(pygame.sprite.Sprite):
def __init__(self, blockX, blockY, block_width, block_height):
self.blockX = blockX
self.blockY = blockY
self.block_width = block_width
self.block_height = block_height
def draw_block(self):
self.rect = pygame.draw.rect(screen,[160, 160, 160], (self.blockX - 2*cameraX_offset, self.blockY - cameraY_offset, self.block_width, self.block_height))
##create object instances##
blocks = []
floorBlock = Block (0, 680, 1200, 20)
blocks.append(floorBlock)
leftWall = Block (0 , 0, 20, 700)
blocks.append(leftWall)
rightWall = Block (1180 , 0, 20, 700)
blocks.append(rightWall)
block1 = Block (450, 600, 100, 20)
blocks.append(block1)
player = Player()
##main loop##
running = True
while running:
pygame.time.Clock().tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.blit(backimage, (0-cameraX_offset, 0-cameraY_offset))
for b in blocks:
b.draw_block()
player.movement()
player.see_on_block()
pygame.display.flip()
pygame.quit()
答案 0 :(得分:0)
将矩形设置为播放器的代码部分非常重要。您最初将跑步者的矩形设置为与图像的矩形相同,结果为(0,0,宽度,高度)。
因为跑步者四处走动,你必须考虑它的位置,并在你的see_on_block中修改矩形的位置(矩形的前两个值)。
def see_on_block(self):
self.Y += 2
tempRect = (self.rect[0] + self.X, self.rect[1] + self.Y, self.rect[2], self.rect[3]);
for b in blocks:
if b.rect.colliderect(tempRect):
self.Y -= 2
break
我建议您使用self.rect中的前两个值作为位置而不是self.X和self.Y,并在需要时修改代码。
答案 1 :(得分:0)
删除X
和Y
属性,并使用rect
属性存储精灵的位置和大小。应该如何使用它。 Rect
个对象有一堆方法和属性可以移动它们,并获得点和边的坐标和位置。
所以Player
类的前两个方法可能如下所示:
class Player(pygame.sprite.Sprite):
def __init__(self):
self.image = runner[int(floor(currentRunner))]
self.rect = self.image.get_rect()
self.rect.topleft = (350, 500)
def see_on_block(self):
self.rect.y += 2
for b in blocks:
if self.rect.colliderect(b.rect):
self.rect.y -= 2
break
最后一种方法可以表达得更紧凑,没有减法:
def see_on_block(self):
new_rect = self.rect.move(0, 2)
if not any(new_rect.colliderect(b.rect) for b in blocks):
self.rect = new_rect
如果您使用Pygame的精灵群而不是列表,则可以通过调用pygame.sprite.spritecollideany()替换if
条件。