如何使用 .jpg 或 .png 作为背景图片?
How do I use a .jpg or .png as a background picture?
我找到了一张 space 的漂亮图片,我想坐在我正在开发的这个小游戏的背景中,但不知道该写什么和在哪里写。它需要放在所有 classes 的后面,以确保它不会挡住屏幕。我认为它可能在 class Window 中,但我不确定。我是 python 的新手,非常感谢您的帮助!这是到目前为止的整个项目。
import sys, logging, os, random, math, open_color, arcade
#check to make sure we are running the right version of Python
version = (3,7)
assert sys.version_info >= version, "This script requires at least Python {0}.{1}".format(version[0],version[1])
#turn on logging, in case we have to leave ourselves debugging messages
logging.basicConfig(format='[%(filename)s:%(lineno)d] %(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
MARGIN = 30
SCREEN_TITLE = "Intergalactic slam"
NUM_ENEMIES = 5
STARTING_LOCATION = (400,100)
BULLET_DAMAGE = 10
ENEMY_HP = 10
HIT_SCORE = 10
KILL_SCORE = 100
PLAYER_HP = 100
class Bullet(arcade.Sprite):
def __init__(self, position, velocity, damage):
'''
initializes the bullet
Parameters: position: (x,y) tuple
velocity: (dx, dy) tuple
damage: int (or float)
'''
super().__init__("PNG/laserPink3.png", 0.5)
(self.center_x, self.center_y) = position
(self.dx, self.dy) = velocity
self.damage = damage
def update(self):
'''
Moves the bullet
'''
self.center_x += self.dx
self.center_y += self.dy
class Enemy_Bullet(arcade.Sprite):
def __init__(self, position, velocity, damage):
super().__init__("PNG/laserGreen1.png", 0.5)
(self.center_x, self.center_y) = position
(self.dx, self.dy) = velocity
self.damage = damage
def update(self):
self.center_x += self.dx
self.center_y += self.dy
class Player(arcade.Sprite):
def __init__(self):
super().__init__("PNG/shipYellow_manned.png", 0.5)
(self.center_x, self.center_y) = STARTING_LOCATION
self.hp = PLAYER_HP
class Enemy(arcade.Sprite):
def __init__(self, position):
'''
initializes an alien enemy
Parameter: position: (x,y) tuple
'''
super().__init__("PNG/shipGreen_manned.png", 0.5)
self.hp = ENEMY_HP
(self.center_x, self.center_y) = position
class Window(arcade.Window):
def __init__(self, width, height, title):
super().__init__(width, height, title)
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
self.set_mouse_visible(True)
arcade.set_background_color(open_color.black)
self.bullet_list = arcade.SpriteList()
self.enemy_list = arcade.SpriteList()
self.enemy_bullet_list = arcade.SpriteList()
self.player = Player()
self.score = 0
self.win = False
self.lose = False
def setup(self):
'''
Set up enemies
'''
for i in range(NUM_ENEMIES):
x = 120 * (i+1) + 40
y = 500
enemy = Enemy((x,y))
self.enemy_list.append(enemy)
def update(self, delta_time):
self.bullet_list.update()
self.enemy_bullet_list.update()
if (not (self.win or self.lose)):
for e in self.enemy_list:
for b in self.bullet_list:
if (abs(b.center_x - e.center_x) <= e.width / 2 and abs(b.center_y - e.center_y) <= e.height / 2):
self.score += HIT_SCORE
e.hp -= b.damage
b.kill()
if (e.hp <= 0):
e.kill()
self.score += KILL_SCORE
if (len(self.enemy_list) == 0):
self.win = True
if (random.randint(1, 75) == 1):
self.enemy_bullet_list.append(Enemy_Bullet((e.center_x, e.center_y - 15), (0, -10), BULLET_DAMAGE))
for b in self.enemy_bullet_list:
if (abs(b.center_x - self.player.center_x) <= self.player.width / 2 and abs(b.center_y - self.player.center_y) <= self.player.height / 2):
self.player.hp -= b.damage
b.kill()
if (self.player.hp <= 0):
self.lose = True
def on_draw(self):
arcade.start_render()
arcade.draw_text(str(self.score), 20, SCREEN_HEIGHT - 40, open_color.white, 16)
arcade.draw_text("HP: {}".format(self.player.hp), 20, 40, open_color.white, 16)
if (self.player.hp > 0):
self.player.draw()
self.bullet_list.draw()
self.enemy_bullet_list.draw()
self.enemy_list.draw()
if (self.lose):
self.draw_game_loss()
elif (self.win):
self.draw_game_won()
def draw_game_loss(self):
arcade.draw_text(str("LOSER!"), SCREEN_WIDTH / 2 - 90, SCREEN_HEIGHT / 2 - 10, open_color.white, 30)
def draw_game_won(self):
arcade.draw_text(str("WINNER!"), SCREEN_WIDTH / 2 - 90, SCREEN_HEIGHT / 2 - 10, open_color.white, 30)
def on_mouse_motion(self, x, y, dx, dy):
'''
The player moves left and right with the mouse
'''
self.player.center_x = x
def on_mouse_press(self, x, y, button, modifiers):
if button == arcade.MOUSE_BUTTON_LEFT:
x = self.player.center_x
y = self.player.center_y + 15
bullet = Bullet((x,y),(0,10),BULLET_DAMAGE)
self.bullet_list.append(bullet)
def main():
window = Window(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
一种方法是将 .jpg
或 .png
作为 纹理 加载,并在每一帧绘制该纹理,大小为屏幕是(或更大!)。
我还没有测试过这个,但作为一个例子,加载纹理可以在 Window.__init__
中完成,就像这样 (reference):
self.background = arcade.load_texture('PNG/background.png')
然后在 on_draw
中,就在您调用 start_render
之后,您将绘制它 (reference),传递所需的中心坐标以及宽度和高度:
self.background.draw(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, SCREEN_WIDTH, SCREEN_HEIGHT)
它需要放在第一位的原因是因为所有内容都是从后向前绘制的,就像您在绘画中所做的那样。
如果图像与您的 screen/window 大小不完全相同,您的背景可能会是 stretched/squished。如果这不是您想要的,最简单的解决方法是更改图像以使其大小合适。
是的,您应该可以将其添加到 class window...
您可以像这样添加它:
def __init__(self, width, height, title):
super().__init__(width, height, title)
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
self.set_mouse_visible(True)
arcade.set_background_color(open_color.black)
self.bullet_list = arcade.SpriteList()
self.enemy_list = arcade.SpriteList()
self.enemy_bullet_list = arcade.SpriteList()
self.player = Player()
self.score = 0
self.win = False
self.lose = False
self.background = None
def setup(self):
'''
Set up enemies
'''
self.background = arcade.load_texture("images/background.jpg")
for i in range(NUM_ENEMIES):
x = 120 * (i+1) + 40
y = 500
enemy = Enemy((x,y))
self.enemy_list.append(enemy)
我找到了一张 space 的漂亮图片,我想坐在我正在开发的这个小游戏的背景中,但不知道该写什么和在哪里写。它需要放在所有 classes 的后面,以确保它不会挡住屏幕。我认为它可能在 class Window 中,但我不确定。我是 python 的新手,非常感谢您的帮助!这是到目前为止的整个项目。
import sys, logging, os, random, math, open_color, arcade
#check to make sure we are running the right version of Python
version = (3,7)
assert sys.version_info >= version, "This script requires at least Python {0}.{1}".format(version[0],version[1])
#turn on logging, in case we have to leave ourselves debugging messages
logging.basicConfig(format='[%(filename)s:%(lineno)d] %(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
MARGIN = 30
SCREEN_TITLE = "Intergalactic slam"
NUM_ENEMIES = 5
STARTING_LOCATION = (400,100)
BULLET_DAMAGE = 10
ENEMY_HP = 10
HIT_SCORE = 10
KILL_SCORE = 100
PLAYER_HP = 100
class Bullet(arcade.Sprite):
def __init__(self, position, velocity, damage):
'''
initializes the bullet
Parameters: position: (x,y) tuple
velocity: (dx, dy) tuple
damage: int (or float)
'''
super().__init__("PNG/laserPink3.png", 0.5)
(self.center_x, self.center_y) = position
(self.dx, self.dy) = velocity
self.damage = damage
def update(self):
'''
Moves the bullet
'''
self.center_x += self.dx
self.center_y += self.dy
class Enemy_Bullet(arcade.Sprite):
def __init__(self, position, velocity, damage):
super().__init__("PNG/laserGreen1.png", 0.5)
(self.center_x, self.center_y) = position
(self.dx, self.dy) = velocity
self.damage = damage
def update(self):
self.center_x += self.dx
self.center_y += self.dy
class Player(arcade.Sprite):
def __init__(self):
super().__init__("PNG/shipYellow_manned.png", 0.5)
(self.center_x, self.center_y) = STARTING_LOCATION
self.hp = PLAYER_HP
class Enemy(arcade.Sprite):
def __init__(self, position):
'''
initializes an alien enemy
Parameter: position: (x,y) tuple
'''
super().__init__("PNG/shipGreen_manned.png", 0.5)
self.hp = ENEMY_HP
(self.center_x, self.center_y) = position
class Window(arcade.Window):
def __init__(self, width, height, title):
super().__init__(width, height, title)
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
self.set_mouse_visible(True)
arcade.set_background_color(open_color.black)
self.bullet_list = arcade.SpriteList()
self.enemy_list = arcade.SpriteList()
self.enemy_bullet_list = arcade.SpriteList()
self.player = Player()
self.score = 0
self.win = False
self.lose = False
def setup(self):
'''
Set up enemies
'''
for i in range(NUM_ENEMIES):
x = 120 * (i+1) + 40
y = 500
enemy = Enemy((x,y))
self.enemy_list.append(enemy)
def update(self, delta_time):
self.bullet_list.update()
self.enemy_bullet_list.update()
if (not (self.win or self.lose)):
for e in self.enemy_list:
for b in self.bullet_list:
if (abs(b.center_x - e.center_x) <= e.width / 2 and abs(b.center_y - e.center_y) <= e.height / 2):
self.score += HIT_SCORE
e.hp -= b.damage
b.kill()
if (e.hp <= 0):
e.kill()
self.score += KILL_SCORE
if (len(self.enemy_list) == 0):
self.win = True
if (random.randint(1, 75) == 1):
self.enemy_bullet_list.append(Enemy_Bullet((e.center_x, e.center_y - 15), (0, -10), BULLET_DAMAGE))
for b in self.enemy_bullet_list:
if (abs(b.center_x - self.player.center_x) <= self.player.width / 2 and abs(b.center_y - self.player.center_y) <= self.player.height / 2):
self.player.hp -= b.damage
b.kill()
if (self.player.hp <= 0):
self.lose = True
def on_draw(self):
arcade.start_render()
arcade.draw_text(str(self.score), 20, SCREEN_HEIGHT - 40, open_color.white, 16)
arcade.draw_text("HP: {}".format(self.player.hp), 20, 40, open_color.white, 16)
if (self.player.hp > 0):
self.player.draw()
self.bullet_list.draw()
self.enemy_bullet_list.draw()
self.enemy_list.draw()
if (self.lose):
self.draw_game_loss()
elif (self.win):
self.draw_game_won()
def draw_game_loss(self):
arcade.draw_text(str("LOSER!"), SCREEN_WIDTH / 2 - 90, SCREEN_HEIGHT / 2 - 10, open_color.white, 30)
def draw_game_won(self):
arcade.draw_text(str("WINNER!"), SCREEN_WIDTH / 2 - 90, SCREEN_HEIGHT / 2 - 10, open_color.white, 30)
def on_mouse_motion(self, x, y, dx, dy):
'''
The player moves left and right with the mouse
'''
self.player.center_x = x
def on_mouse_press(self, x, y, button, modifiers):
if button == arcade.MOUSE_BUTTON_LEFT:
x = self.player.center_x
y = self.player.center_y + 15
bullet = Bullet((x,y),(0,10),BULLET_DAMAGE)
self.bullet_list.append(bullet)
def main():
window = Window(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
一种方法是将 .jpg
或 .png
作为 纹理 加载,并在每一帧绘制该纹理,大小为屏幕是(或更大!)。
我还没有测试过这个,但作为一个例子,加载纹理可以在 Window.__init__
中完成,就像这样 (reference):
self.background = arcade.load_texture('PNG/background.png')
然后在 on_draw
中,就在您调用 start_render
之后,您将绘制它 (reference),传递所需的中心坐标以及宽度和高度:
self.background.draw(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, SCREEN_WIDTH, SCREEN_HEIGHT)
它需要放在第一位的原因是因为所有内容都是从后向前绘制的,就像您在绘画中所做的那样。
如果图像与您的 screen/window 大小不完全相同,您的背景可能会是 stretched/squished。如果这不是您想要的,最简单的解决方法是更改图像以使其大小合适。
是的,您应该可以将其添加到 class window...
您可以像这样添加它:
def __init__(self, width, height, title):
super().__init__(width, height, title)
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
self.set_mouse_visible(True)
arcade.set_background_color(open_color.black)
self.bullet_list = arcade.SpriteList()
self.enemy_list = arcade.SpriteList()
self.enemy_bullet_list = arcade.SpriteList()
self.player = Player()
self.score = 0
self.win = False
self.lose = False
self.background = None
def setup(self):
'''
Set up enemies
'''
self.background = arcade.load_texture("images/background.jpg")
for i in range(NUM_ENEMIES):
x = 120 * (i+1) + 40
y = 500
enemy = Enemy((x,y))
self.enemy_list.append(enemy)