我正在用pygame构建游戏,但与此游戏存在问题,我不知道如何随着玩家精灵向右移动背景和平台向右缓慢滚动。
我希望在def shift_world()
中进行滚动。
也许有人可以教我如何向背景添加图像。如果您可以利用我正在使用的库,那就太好了。我有三个文件:第一个用于游戏,第二个用于精灵,第三个用于设置。
main.py:
# Sarada's Blaze! - side scrolling platform shooting game
import pygame as pg
import random
import os
from settings import *
from sprites import *
class Game:
def __init__(self):
# initialize game window, etc
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.running = True
self.font_name = pg.font.match_font(FONT_NAME)
def new(self):
# start a new game
self.score = 0
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
for plat in PLATFORM_LIST:
p = Platform(*plat)
self.all_sprites.add(p)
self.platforms.add(p)
self.run()
def run(self):
# Game loop
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
# Game Loop - Update
self.all_sprites.update()
self.platforms.update()
# check if player hits a platform - only if falling
if self.player.vel.y 0:
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
def events(self):
# Game Loop - events
for event in pg.event.get():
# check for closing window
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_UP:
self.player.jump()
def draw(self):
# Game Loop - draw
self.screen.fill(bgcolor) # I want to change the background color to an image
self.all_sprites.draw(self.screen)
self.draw_text(str(self.score), 22, white, WIDTH / 2, 15)
# after drawing everything, flip the display
pg.display.flip()
# How far the world has been scrolled right
# This is where i want the side scroller stuff to happen
def shift_world(self):
# when the user moves left/right, i want to scroll everything
self.world_shift += shift_x
# i want all my platforms and the background to scroll when
# my player sprite moves closer to the right
for plat in PLATFORM_LIST:
self.platform.rect.x += shift_x
if self.pos.x = 500:
diff = self.pos.x - 500
self.pos.x = 500
self.shift_world(- diff)
if self.pos.x <= 120:
diff = 120 - self.pos.x
self.pos.x -= 120
self.shift_world(diff)
def show_start_screen(self):
# game splash/start screen
self.screen.fill(greenblue)
self.draw_text(TITLE, 48, red, WIDTH / 2, HEIGHT / 4)
self.draw_text("left arrow to move left, right arrow to move right, up arrow to jump", 22, blue, WIDTH / 2, HEIGHT / 2)
self.draw_text("Press any key to begin", 22, green, WIDTH / 2, HEIGHT * 3 /4)
pg.display.flip()
self.wait_for_key()
def show_go_screen(self):
# game over/continue
if not self.running:
return
self.screen.fill(greenblue)
self.draw_text("Game Over!", 48, red, WIDTH / 2, HEIGHT / 4)
self.draw_text("Score: " + str(self.score), 22, blue, WIDTH / 2, HEIGHT / 2)
self.draw_text("Press any key to continue", 22, green, WIDTH / 2, HEIGHT * 3 /4)
pg.display.flip()
self.wait_for_key()
def wait_for_key(self):
waiting = True
while waiting:
self.clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
waiting = False
self.running = False
if event.type == pg.KEYUP:
waiting = False
def draw_text(self, text, size, color, x, y):
font = pg.font.Font(self.font_name, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
self.screen.blit(text_surface, text_rect)
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_go_screen()
pg.quit()
sprites.py:
# Sprite classes for platform shooting game
import pygame as pg
import random
from settings import *
import os
vec = pg.math.Vector2
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, "img")
class Player(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = pg.image.load(os.path.join(img_folder, "sarada_shooting.png")).convert()
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.vel =vec(0, 0)
self.acc = vec(0, 0)
def jump(self):
# jump only if standing on a platform
self.rect.x += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = -PLAYER_JUMP
def update(self):
self.acc = vec(0, PLAYER_GRAV)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
# apply friction
self.acc.x += self.vel.x * PLAYER_FRICTION
# equations of motion
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
# wrap around the sides of the screen
if self.pos.x WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
self.rect.midbottom = self.pos
# i want the platform graphic changed
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((WIDTH, h))
self.image.fill(greenblue)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
settings.py:
# game options/settings
TITLE = "Sarada's Blaze"
WIDTH = 800
HEIGHT = 600
FPS = 60
FONT_NAME = 'times new roman'
# Player properties
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.20
PLAYER_GRAV = 0.8
PLAYER_JUMP = 20
# starting platforms
PLATFORM_LIST = [(0, HEIGHT - 40, WIDTH, 40)]
# define colors
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
green = (0, 255, 0)
blue = (0, 0, 255)
purple = (255, 0, 255) # ENEMY COLOR
greenblue = (0, 155, 155)
bgcolor = red
答案 0 :(得分:0)
您需要遍历self.platforms
列表,并从每个精灵的x位置减去玩家的vel.x
才能移动它们。另外,为平台精灵指定位置self.pos = vec(x, y)
的矢量属性,因为pygame.Rect
的坐标被截断并转换为整数,因此,如果您的速度矢量由浮点组成,则移动将不准确。>
def update(self):
# ...
self.shift_world()
def shift_world(self):
# Scroll when the player sprite moves closer to the right.
if self.player.pos.x >= 500:
self.player.pos.x = 500 # Stop at 500.
self.shift_platforms()
# Scroll when the player sprite moves closer to the left.
if self.player.pos.x <= 120:
self.player.pos.x = 120 # Stop at 120.
self.shift_platforms()
def shift_platforms(self):
for plat in self.platforms: # Iterate over the platform sprites.
plat.pos.x -= self.player.vel.x # Update the platform's pos vector.
plat.rect.x = plat.pos.x # Update the rect.
self.world_shift -= self.player.vel.x # For the background.
对于背景表面,您可以使用self.world_shift
属性,也可以在self.player.vel.x
方法中减去shift_platforms
。然后用draw
方法将其blit两次,并使用取模运算符将其在正确的x位置blit。
我认为背景具有屏幕的大小,应该重复。
# Load it once in the global scope.
BACKGROUND = pg.image.load(os.path.join(img_folder, "background.png")).convert()
def draw(self):
x = self.world_shift
self.screen.blit(BACKGROUND, (x % WIDTH, 0))
self.screen.blit(BACKGROUND, (x % WIDTH - WIDTH - 1, 0))