如何制作逼真的 2D 播放器运动(跳跃、流动性...)
How to make a realistic 2D player movement (jump, fluidity...)
我怎样才能让玩家在 2D 中移动,让它跳跃,移动流畅(渐进加速,流畅跳跃)?
我推荐阅读pygame - Sprite Module Introduction. A lot of resources and projects can be found on pygame - tutorials — wiki and pygame - projects。
我特别推荐你的项目Pygame Platformer Tutorial。
使用pygame.sprite.Sprite
, pygame.sprite.Group
, pygame.Rect
, pygame.time.Clock
and pygame.math.Vector2
可以大大简化代码:
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((800, 600))
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.pos = pygame.math.Vector2(x, y)
self.move = pygame.math.Vector2()
try:
self.image = pygame.image.load('image.png')
except:
self.image = pygame.Surface((20, 20))
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect(midbottom = (round(self.pos.x), round(self.pos.y)))
def update(self):
pressed = pygame.key.get_pressed()
if pressed[K_LEFT]:
self.move.x -= 50
if pressed[K_RIGHT]:
self.move.x += 50
if pressed[K_UP]:
self.move.y = -1000
self.pos = self.pos + self.move * time_passed
self.move.x *= 0.8 # slow down (decrease progressively)
self.move.y += 5000 * time_passed
if self.pos.y > 600:
self.pos.y = 600
self.rect = self.image.get_rect(midbottom = (round(self.pos.x), round(self.pos.y)))
if self.rect.left < 0:
self.rect.left = 0
self.pos.x = self.rect.centerx
if self.rect.right > 800:
self.rect.right = 800
self.pos.x = self.rect.centerx
player = Player(400, 600)
allSprites = pygame.sprite.Group(player)
clock = pygame.time.Clock()
while True:
time_passed = clock.tick(60) / 1000
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
allSprites.update()
screen.fill((220, 220, 255))
allSprites.draw(screen)
pygame.display.flip()
我怎样才能让玩家在 2D 中移动,让它跳跃,移动流畅(渐进加速,流畅跳跃)?
我推荐阅读pygame - Sprite Module Introduction. A lot of resources and projects can be found on pygame - tutorials — wiki and pygame - projects。
我特别推荐你的项目Pygame Platformer Tutorial。
使用pygame.sprite.Sprite
, pygame.sprite.Group
, pygame.Rect
, pygame.time.Clock
and pygame.math.Vector2
可以大大简化代码:
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((800, 600))
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.pos = pygame.math.Vector2(x, y)
self.move = pygame.math.Vector2()
try:
self.image = pygame.image.load('image.png')
except:
self.image = pygame.Surface((20, 20))
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect(midbottom = (round(self.pos.x), round(self.pos.y)))
def update(self):
pressed = pygame.key.get_pressed()
if pressed[K_LEFT]:
self.move.x -= 50
if pressed[K_RIGHT]:
self.move.x += 50
if pressed[K_UP]:
self.move.y = -1000
self.pos = self.pos + self.move * time_passed
self.move.x *= 0.8 # slow down (decrease progressively)
self.move.y += 5000 * time_passed
if self.pos.y > 600:
self.pos.y = 600
self.rect = self.image.get_rect(midbottom = (round(self.pos.x), round(self.pos.y)))
if self.rect.left < 0:
self.rect.left = 0
self.pos.x = self.rect.centerx
if self.rect.right > 800:
self.rect.right = 800
self.pos.x = self.rect.centerx
player = Player(400, 600)
allSprites = pygame.sprite.Group(player)
clock = pygame.time.Clock()
while True:
time_passed = clock.tick(60) / 1000
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
allSprites.update()
screen.fill((220, 220, 255))
allSprites.draw(screen)
pygame.display.flip()