我正在努力创造一个自上而下的拍摄#34; Raiden 2"我在添加滚动地图时遇到问题。当我添加一个矩形地图并合并一个摄像机类时,摄像机不会将船放置在地图的底部,允许船飞到地图的下半部,或者将船保持在地图的中间位置。屏幕。
我希望将船放在地图的底部,然后让摄像机慢慢向上滚动,使船停在同一个地方。
以下是游戏的简化版本,您可以在屏幕上控制游戏:
import sys, pygame, os, math
# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'
# Constants
LEFT = 'left'
RIGHT = 'right'
BLACK = (0, 0, 0)
GRAY = (70, 70, 70)
WHITE = (255, 255, 255)
WIN_W = 500
WIN_H = 800
SHIP_WIDTH = WIN_W/15
SHIP_HEIGHT = WIN_H/15
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Ship(Entity):
def __init__(self, container):
Entity.__init__(self)
self.speed = 5
self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
self.rect = self.image.get_rect()
self.rect.centerx = container.centerx
self.rect.y = container.centery
def update(self):
key = pygame.key.get_pressed()
if key[pygame.K_w]:
self.rect.centery -= self.speed
if key[pygame.K_s]:
self.rect.centery += self.speed
if key[pygame.K_d]:
self.rect.centerx += self.speed
if key[pygame.K_a]:
self.rect.centerx -= self.speed
# Ship Movement Boundaries
if self.rect.y < 0:
self.rect.y = 0
if self.rect.y > WIN_H - SHIP_HEIGHT:
self.rect.y = WIN_H - SHIP_HEIGHT
if self.rect.x < 0:
self.rect.x = 0
if self.rect.x > WIN_W - SHIP_WIDTH:
self.rect.x = WIN_W - SHIP_WIDTH
def main():
# Initialize Everything
pygame.init()
fps = 60
clock = pygame.time.Clock()
play = True
pygame.display.set_caption('Raiden')
screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)
# Create Groups
shipGroup = pygame.sprite.Group()
# Create Game Objects
ship = Ship(pygame.rect.Rect(0, 0, WIN_W, WIN_H))
# Add Game Objects to Groups
shipGroup.add(ship)
# Gameplay
while play:
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
# Update
ship.update()
# Print Background/Sprites
screen.fill(WHITE)
shipGroup.draw(screen)
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
if __name__ == "__main__":
当我使用相机类添加矩形地图时会发生这种情况,请注意地图上有5个平台&#39;在右侧,但游戏不允许您前往地图的下半部分。
import sys, pygame, os, math
# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'
# Constants
LEFT = 'left'
RIGHT = 'right'
BLACK = (0, 0, 0)
GRAY = (70, 70, 70)
WHITE = (255, 255, 255)
WIN_W = 500
WIN_H = 800
SHIP_WIDTH = WIN_W/15
SHIP_HEIGHT = WIN_H/15
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Ship(Entity):
def __init__(self, container):
Entity.__init__(self)
self.speed = 5
self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
self.rect = self.image.get_rect()
self.rect.centerx = container.centerx
self.rect.y = container.centery
def update(self):
key = pygame.key.get_pressed()
if key[pygame.K_w]:
self.rect.centery -= self.speed
if key[pygame.K_s]:
self.rect.centery += self.speed
if key[pygame.K_d]:
self.rect.centerx += self.speed
if key[pygame.K_a]:
self.rect.centerx -= self.speed
# Ship Movement Boundaries
if self.rect.y < 0:
self.rect.y = 0
if self.rect.y > WIN_H - SHIP_HEIGHT:
self.rect.y = WIN_H - SHIP_HEIGHT
if self.rect.x < 0:
self.rect.x = 0
if self.rect.x > WIN_W - SHIP_WIDTH:
self.rect.x = WIN_W - SHIP_WIDTH
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = pygame.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 simple_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
return pygame.Rect(-l+WIN_W/2, -t+WIN_H/2, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l+WIN_W/2, -t+WIN_H/2, w, h
l = min(0, l) # stop scrolling at the left edge
l = max(-(camera.width-WIN_W), l) # stop scrolling at the right edge
t = max(-(camera.height-WIN_H), t) # stop scrolling at the bottom
t = min(0, t) # stop scrolling at the top
return pygame.Rect(l, t, w, h)
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = pygame.Surface((32, 32))
self.image.convert()
self.image.fill(GRAY)
self.rect = pygame.Rect(x, y, 32, 32)
def update(self):
pass
def main():
# Initialize Everything
pygame.init()
fps = 60
clock = pygame.time.Clock()
play = True
pygame.display.set_caption('Raiden')
screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)
# Create Groups
shipGroup = pygame.sprite.Group()
backgroundGroup = pygame.sprite.Group()
# Load Level
platforms = []
x = y = 0
level = [
"PPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP",
"P P",
"PPPP P",
"P P",
"PPPP P",
"P P",
"P PPPP",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P PPPP",
"P P",
"PPPP P",
"P P",
"P PPPP",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPPPPPPPPPPPPPP",]
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
backgroundGroup.add(p)
x += 32
y += 32
x = 0
total_level_width = len(level[0])*32
total_level_height = len(level)*32
camera = Camera(complex_camera, total_level_width, total_level_height)
# Create Game Objects
ship = Ship(pygame.rect.Rect(0, 0, WIN_W, WIN_H))
# Add Game Objects to Groups
shipGroup.add(ship)
# Gameplay
while play:
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
camera.update(ship)
# Update
ship.update()
# Print Background/Sprites
screen.fill(WHITE)
for e in backgroundGroup:
screen.blit(e.image, camera.apply(e))
shipGroup.draw(screen)
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
if __name__ == "__main__":
main()
答案 0 :(得分:1)
滚动相机的工作原理是计算精灵的新位置。对于您的背景图块,使用screen.blit(e.image, camera.apply(e))
,这可以使用,但对于发货,您只需拨打shipGroup.draw(screen)
。
但是shipGroup
不了解相机,因此总是在绝对位置上对船精灵进行blit,而不是相机类计算的相对值。
我们可以通过创建一个可以处理相机的精灵组来解决这个问题,例如:
class CameraGroup(pygame.sprite.Group):
def __init__(self, camera):
pygame.sprite.Group.__init__(self)
self.camera = camera
def draw(self, surface):
sprites = self.sprites()
surface_blit = surface.blit
for spr in sprites:
self.spritedict[spr] = surface_blit(spr.image, self.camera.apply(spr))
self.lostsprites = []
并使用它:
...
total_level_width = len(level[0])*32
total_level_height = len(level)*32
# Create Groups
camera = Camera(complex_camera, total_level_width, total_level_height)
shipGroup = CameraGroup(camera)
backgroundGroup = CameraGroup(camera)
# build the level
for row in level:
...
...
并在你的主循环中:
while play:
# Checks if window exit button pressed
for event in pygame.event.get():
...
camera.update(ship)
# Update
ship.update()
# Print Background/Sprites
screen.fill(WHITE)
backgroundGroup.draw(screen)
shipGroup.draw(screen)
# Limits frames per iteration of while loop
...
现在滚动会起作用。另一个问题是您的Ship
课程中的此项检查:
if self.rect.y > WIN_H - SHIP_HEIGHT:
self.rect.y = WIN_H - SHIP_HEIGHT
这样可以防止船舶进一步向下移动WIN_H
,但您的等级实际上大于屏幕高度。
要解决此问题,我们会创建一个描述整个关卡的Rect
,并将其传递给Ship
类:
total_rect = pygame.rect.Rect(0, 0, total_level_width, total_level_height)
ship = Ship(total_rect)
然后我们在Ship
类中使用它从级别的底部开始,我们使用clamp_ip
来确保船只不能离开屏幕:
class Ship(Entity):
def __init__(self, container):
Entity.__init__(self)
self.speed = 5
self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
self.rect = self.image.get_rect()
self.rect.centerx = container.centerx
self.rect.y = container.bottom - self.rect.height * 2
self.container = container
def update(self):
key = pygame.key.get_pressed()
if key[pygame.K_w]:
self.rect.centery -= self.speed
if key[pygame.K_s]:
self.rect.centery += self.speed
if key[pygame.K_d]:
self.rect.centerx += self.speed
if key[pygame.K_a]:
self.rect.centerx -= self.speed
self.rect.clamp_ip(self.container)
此外,由于您的关卡宽度为16块* 32像素,WIN_W
应为
WIN_W = 16*32
如果你只想要垂直滚动,而不是水平滚动。
这是完整的代码:
import sys, pygame, os, math
# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'
# Constants
LEFT = 'left'
RIGHT = 'right'
BLACK = (0, 0, 0)
GRAY = (70, 70, 70)
WHITE = (255, 255, 255)
WIN_W = 16*32
WIN_H = 800
SHIP_WIDTH = WIN_W/15
SHIP_HEIGHT = WIN_H/15
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Ship(Entity):
def __init__(self, container):
Entity.__init__(self)
self.speed = 5
self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
self.rect = self.image.get_rect()
self.rect.centerx = container.centerx
self.rect.y = container.bottom - self.rect.height * 2
self.container = container
def update(self):
key = pygame.key.get_pressed()
if key[pygame.K_w]:
self.rect.centery -= self.speed
if key[pygame.K_s]:
self.rect.centery += self.speed
if key[pygame.K_d]:
self.rect.centerx += self.speed
if key[pygame.K_a]:
self.rect.centerx -= self.speed
self.rect.clamp_ip(self.container)
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = pygame.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 simple_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
return pygame.Rect(-l+WIN_W/2, -t+WIN_H/2, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l+WIN_W/2, -t+WIN_H/2, w, h
l = min(0, l) # stop scrolling at the left edge
l = max(-(camera.width-WIN_W), l) # stop scrolling at the right edge
t = max(-(camera.height-WIN_H), t) # stop scrolling at the bottom
t = min(0, t) # stop scrolling at the top
return pygame.Rect(l, t, w, h)
class CameraGroup(pygame.sprite.Group):
def __init__(self, camera):
pygame.sprite.Group.__init__(self)
self.camera = camera
def draw(self, surface):
sprites = self.sprites()
surface_blit = surface.blit
for spr in sprites:
self.spritedict[spr] = surface_blit(spr.image, self.camera.apply(spr))
self.lostsprites = []
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = pygame.Surface((32, 32))
self.image.convert()
self.image.fill(GRAY)
self.rect = pygame.Rect(x, y, 32, 32)
def update(self):
pass
def main():
# Initialize Everything
pygame.init()
fps = 60
clock = pygame.time.Clock()
play = True
pygame.display.set_caption('Raiden')
screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)
# Load Level
platforms = []
x = y = 0
level = [
"PPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP",
"P P",
"PPPP P",
"P P",
"PPPP P",
"P P",
"P PPPP",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P PPPP",
"P P",
"PPPP P",
"P P",
"P PPPP",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P PPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPP P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPPPPPPPPPPPPPP",]
total_level_width = len(level[0])*32
total_level_height = len(level)*32
total_rect = pygame.rect.Rect(0, 0, total_level_width, total_level_height)
# Create Groups
camera = Camera(complex_camera, total_level_width, total_level_height)
shipGroup = CameraGroup(camera)
backgroundGroup = CameraGroup(camera)
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
backgroundGroup.add(p)
x += 32
y += 32
x = 0
# Create Game Objects
ship = Ship(total_rect)
# Add Game Objects to Groups
shipGroup.add(ship)
# Gameplay
while play:
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
camera.update(ship)
# Update
ship.update()
# Print Background/Sprites
screen.fill(WHITE)
backgroundGroup.draw(screen)
shipGroup.draw(screen)
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
if __name__ == "__main__":
main()