我正在使用python中的2D平台游戏,我想让角色动画化,使用精灵表左右移动,与左,右,上,下按钮对应。
任何帮助都将不胜感激。
我的代码:
#! /usr/bin/python
import pygame
from pygame import *
import time, os
WIN_WIDTH = 800
WIN_HEIGHT = 640
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
BRICK = pygame.image.load('brick.png').convert_alpha()
SPRITE = pygame.image.load('sprte.png').convert_alpha()
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def main():
global cameraX, cameraY
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("2d Platformer")
timer = pygame.time.Clock()
up = down = left = right = running = False
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#000000"))
entities = pygame.sprite.Group()
player = Player(32, 58)
platforms = []
x = y = 0
level = [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" PPPPPPPPPPP ",
" ",
" ",
" ",
" ",
"PPPPPPPPEEPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]
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 = Platform(x, y)
platforms.append(e)
entities.add(e)
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)
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_DOWN:
down = 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 == KEYDOWN and e.key == K_SPACE:
running = True
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_DOWN:
down = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_SPACE:
running = False
for y in range(32):
for x in range(32):
screen.blit(bg, (x * 32, y * 32))
camera.update(player)
player.update(up, down, left, right, running, platforms)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
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 simple_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
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)
l = max(-(camera.width-WIN_WIDTH), l)
t = max(-(camera.height-WIN_HEIGHT), t)
t = min(0, t)
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 = -10
self.yvel = 50
self.onGround = False
self.image = pygame.Surface((32, 109)).convert_alpha()
self.image.convert()
self.image.blit(SPRITE, SPRITE.get_rect())
self.rect = Rect(x, y, 60, 109.5)
def update(self, up, down, left, right, running, platforms):
if up:
if self.onGround: self.yvel -= 10
if down:
pass
if running:
self.xvel += 5
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3
if self.yvel > 100: self.yvel = 100
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel
self.collide(self.xvel, 0, platforms)
self.rect.top += self.yvel
self.onGround = False;
self.collide(0, self.yvel, platforms)
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
self.onGround = True
if xvel < 0:
self.rect.left = p.rect.right
self.onGround = True
self.xvel += 2
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0:
self.rect.top = p.rect.bottom
self.yvel += 10
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = pygame.Surface((32, 32)).convert_alpha()
self.image.convert()
self.image.blit(BRICK, BRICK.get_rect())
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.fill(Color("#0033FF"))
if __name__ == "__main__":
main()