我的 pygame 平台游戏的基本相机系统
Basic camera system for my pygame platformer
您好,我目前正在尝试创建一个平台游戏,并尝试为其创建一个相机系统。但是经过多次尝试,即使尝试了我在网上看到的所有内容,我仍然找不到好的方法。我真的希望相机的工作方式有点像我发现的这个动画 here 关于我应该如何处理这个问题有什么建议吗?
import pygame,sys
pygame.init()
# Settings
tile_size = 64
fov = 10
screen_width = 1200
screen_height = tile_size * fov
level_data = [
' ',
' ',
' XX ',
'XX XXX ',
'XX XX',
'XXXX XX ',
'XXXX P XX ',
'XX X XXX XX X ',
' X XXX XX XX ',
' XXXX XXXXX XX XXX',
'XXXXXXX XXXXX XX XXX']
# Classes
class Game():
def __init__(self):
self.level = Level(screen)
self.status = 'level'
def run(self):
if self.status == 'level':
self.level.run()
class Level:
def __init__(self,display_surface):
# Basic setup
self.setup_level()
self.display_surface = display_surface
# Movement
self.x_shift = 0
self.y_shift = 0
def setup_level(self):
self.tiles = pygame.sprite.Group()
self.player = pygame.sprite.GroupSingle()
for row_index,row in enumerate(level_data):
for col_index,col in enumerate(row):
x = col_index * tile_size
y = (row_index * tile_size) - ((len(level_data) - fov) * tile_size)
if col == 'X':
tile = Tile((x,y))
self.tiles.add(tile)
if col == 'P':
player = Player((x,y))
self.player.add(player)
def vertical_movement_collision(self):
player = self.player.sprite
player.apply_gravity()
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
player.rect.bottom = sprite.rect.top
player.on_ground = True
elif player.direction.y < 0:
player.rect.top = sprite.rect.bottom
player.direction.y = 0
if player.on_ground and player.direction.y > 1 or player.direction.y < 0:
player.on_ground = False
def horizontal_movement_collision(self):
player = self.player.sprite
player.rect.x += player.direction.x * player.speed
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.x > 0:
player.rect.right = sprite.rect.left
elif player.direction.x < 0:
player.rect.left = sprite.rect.right
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift,self.y_shift)
self.tiles.draw(self.display_surface)
# Player
self.player.update()
self.player.draw(self.display_surface)
class Tile(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
self.image = pygame.Surface((tile_size,tile_size))
self.image.fill('grey')
self.rect = self.image.get_rect(topleft = pos)
self.x = self.rect.x
self.y = self.rect.y
def update(self,x_shift,y_shift):
self.x += x_shift
self.y -= y_shift
self.rect.topleft = round(self.x), round(self.y)
class Player(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
# Image
self.image = pygame.Surface((32,64))
self.image.fill('red')
self.rect = self.image.get_rect(topleft = pos)
# Movement
self.direction = pygame.math.Vector2(0,0)
self.speed = 8
self.gravity = 0.8
self.jump_speed = -20
# Status
self.on_ground = False
def get_inputs(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.jump()
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
self.direction.x = 1
elif keys[pygame.K_a] or keys[pygame.K_LEFT]:
self.direction.x = -1
else:
self.direction.x = 0
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
if self.on_ground:
self.direction.y = self.jump_speed
def update(self):
self.get_inputs()
# Game setup
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Platformer')
clock = pygame.time.Clock()
game = Game()
# Main
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
game.run()
pygame.display.update()
clock.tick(60)
在基本的相机系统中,你让玩家处于中心位置。所以相机取决于玩家位置和屏幕尺寸
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
camera = (camera_x, camera_y)
以后你必须在 blit 时将 camera
添加到所有精灵 - 但不要将其添加到精灵位置。
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
但它需要为每个精灵分别 运行 draw()
因为 group.draw()
运行 直接 blit(self.image, self.rect)
对于更复杂的相机系统,您必须编写更复杂的代码来检查玩家位置并以不同方式更改它(使用 if/else
)
最小工作代码:
import pygame,sys
# Classes
class Game():
def __init__(self):
self.level = Level(screen)
self.status = 'level'
def run(self):
if self.status == 'level':
self.level.run()
class Level:
def __init__(self,display_surface):
# Basic setup
self.setup_level()
self.display_surface = display_surface
# Movement
self.x_shift = 0
self.y_shift = 0
def setup_level(self):
self.tiles = pygame.sprite.Group()
self.player = pygame.sprite.GroupSingle()
for row_index,row in enumerate(level_data):
for col_index,col in enumerate(row):
x = col_index * tile_size
y = (row_index * tile_size) - ((len(level_data) - fov) * tile_size)
if col == 'X':
tile = Tile((x,y))
self.tiles.add(tile)
if col == 'P':
player = Player((x,y))
self.player.add(player)
def vertical_movement_collision(self):
player = self.player.sprite
player.apply_gravity()
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
player.rect.bottom = sprite.rect.top
player.on_ground = True
elif player.direction.y < 0:
player.rect.top = sprite.rect.bottom
player.direction.y = 0
if player.on_ground and player.direction.y > 1 or player.direction.y < 0:
player.on_ground = False
def horizontal_movement_collision(self):
player = self.player.sprite
player.rect.x += player.direction.x * player.speed
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.x > 0:
player.rect.right = sprite.rect.left
elif player.direction.x < 0:
player.rect.left = sprite.rect.right
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift,self.y_shift)
self.player.update()
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
camera = (camera_x, camera_y)
print(camera)
for item in self.tiles:
item.draw(self.display_surface, camera)
self.player.sprite.draw(self.display_surface, camera)
class Tile(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
self.image = pygame.Surface((tile_size,tile_size))
self.image.fill('grey')
self.rect = self.image.get_rect(topleft = pos)
self.x = self.rect.x
self.y = self.rect.y
def update(self,x_shift,y_shift):
self.x += x_shift
self.y -= y_shift
self.rect.topleft = round(self.x), round(self.y)
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
class Player(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
# Image
self.image = pygame.Surface((32,64))
self.image.fill('red')
self.rect = self.image.get_rect(topleft = pos)
# Movement
self.direction = pygame.math.Vector2(0,0)
self.speed = 8
self.gravity = 0.8
self.jump_speed = -20
# Status
self.on_ground = False
def get_inputs(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.jump()
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
self.direction.x = 1
elif keys[pygame.K_a] or keys[pygame.K_LEFT]:
self.direction.x = -1
else:
self.direction.x = 0
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
if self.on_ground:
self.direction.y = self.jump_speed
def update(self):
self.get_inputs()
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
# --- main ---
pygame.init()
# Settings
tile_size = 64
fov = 10
screen_width = 1200
screen_height = tile_size * fov
level_data = [
' ',
' ',
' XX ',
'XX XXX ',
'XX XX',
'XXXX XX ',
'XXXX P XX ',
'XX X XXX XX X ',
' X XXX XX XX ',
' XXXX XXXXX XX XXX',
'XXXXXXX XXXXX XX XXX']
# Game setup
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Platformer')
clock = pygame.time.Clock()
game = Game()
# Main
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
game.run()
pygame.display.update()
clock.tick(60)
编辑:
更复杂的相机系统 - 当玩家靠近地图边界时它不会移动地图。
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift, self.y_shift)
self.player.update()
map_left = 0
map_right = len(level_data[0])*tile_size
map_top = 0
map_bottom = len(level_data)*tile_size
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
if self.player.sprite.rect.centerx < map_left + self.display_surface.get_rect().centerx:
camera_x = -map_left
if self.player.sprite.rect.centerx > map_right - self.display_surface.get_rect().centerx:
camera_x = -(map_right - self.display_surface.get_rect().width)
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
if self.player.sprite.rect.centery < map_top + self.display_surface.get_rect().centery:
camera_y = -map_top
if self.player.sprite.rect.centery > map_bottom - self.display_surface.get_rect().centery:
camera_y = -(map_bottom - self.display_surface.get_rect().height)
camera = (camera_x, camera_y)
for item in self.tiles:
item.draw(self.display_surface, camera)
self.player.sprite.draw(self.display_surface, camera)
但在 setup_level()
中它需要 y
而没有 - ((len(level_data) - fov) * tile_size)
y = (row_index * tile_size) # - ((len(level_data) - fov) * tile_size)
完整代码:
import pygame,sys
# Classes
class Game():
def __init__(self):
self.level = Level(screen)
self.status = 'level'
def run(self):
if self.status == 'level':
self.level.run()
class Level:
def __init__(self,display_surface):
# Basic setup
self.setup_level()
self.display_surface = display_surface
# Movement
self.x_shift = 0
self.y_shift = 0
def setup_level(self):
self.tiles = pygame.sprite.Group()
self.player = pygame.sprite.GroupSingle()
for row_index,row in enumerate(level_data):
for col_index,col in enumerate(row):
x = col_index * tile_size
y = (row_index * tile_size)# - ((len(level_data) - fov) * tile_size)
if col == 'X':
tile = Tile((x,y))
self.tiles.add(tile)
if col == 'P':
player = Player((x,y))
self.player.add(player)
def vertical_movement_collision(self):
player = self.player.sprite
player.apply_gravity()
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
player.rect.bottom = sprite.rect.top
player.on_ground = True
elif player.direction.y < 0:
player.rect.top = sprite.rect.bottom
player.direction.y = 0
if player.on_ground and player.direction.y > 1 or player.direction.y < 0:
player.on_ground = False
def horizontal_movement_collision(self):
player = self.player.sprite
player.rect.x += player.direction.x * player.speed
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.x > 0:
player.rect.right = sprite.rect.left
elif player.direction.x < 0:
player.rect.left = sprite.rect.right
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift, self.y_shift)
self.player.update()
map_left = 0
map_right = len(level_data[0])*tile_size
map_top = 0
map_bottom = len(level_data)*tile_size
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
if self.player.sprite.rect.centerx < map_left + self.display_surface.get_rect().centerx:
camera_x = -map_left
if self.player.sprite.rect.centerx > map_right - self.display_surface.get_rect().centerx:
camera_x = -(map_right - self.display_surface.get_rect().width)
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
if self.player.sprite.rect.centery < map_top + self.display_surface.get_rect().centery:
camera_y = -map_top
if self.player.sprite.rect.centery > map_bottom - self.display_surface.get_rect().centery:
camera_y = -(map_bottom - self.display_surface.get_rect().height)
camera = (camera_x, camera_y)
for item in self.tiles:
item.draw(self.display_surface, camera)
self.player.sprite.draw(self.display_surface, camera)
class Tile(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
self.image = pygame.Surface((tile_size,tile_size))
self.image.fill('grey')
self.rect = self.image.get_rect(topleft = pos)
self.x = self.rect.x
self.y = self.rect.y
def update(self, x_shift, y_shift):
self.x += x_shift
self.y -= y_shift
self.rect.topleft = round(self.x), round(self.y)
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
class Player(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
# Image
self.image = pygame.Surface((32,64))
self.image.fill('red')
self.rect = self.image.get_rect(topleft = pos)
# Movement
self.direction = pygame.math.Vector2(0,0)
self.speed = 8
self.gravity = 0.8
self.jump_speed = -20
# Status
self.on_ground = False
def get_inputs(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.jump()
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
self.direction.x = 1
elif keys[pygame.K_a] or keys[pygame.K_LEFT]:
self.direction.x = -1
else:
self.direction.x = 0
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
if self.on_ground:
self.direction.y = self.jump_speed
def update(self):
self.get_inputs()
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
# --- main ---
pygame.init()
# Settings
tile_size = 64
fov = 10
screen_width = 1200
screen_height = tile_size * fov
level_data = [
' ',
' ',
' XX ',
'XX XXX ',
'XX XX',
'XXXX XX ',
'XXXX P XX ',
'XX X XXX XX X ',
' X XXX XX XX ',
' XXXX XXXXX XX XXX',
'XXXXXXX XXXXX XX XXX']
# Game setup
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Platformer')
clock = pygame.time.Clock()
game = Game()
# Main
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
game.run()
pygame.display.update()
clock.tick(60)
您好,我目前正在尝试创建一个平台游戏,并尝试为其创建一个相机系统。但是经过多次尝试,即使尝试了我在网上看到的所有内容,我仍然找不到好的方法。我真的希望相机的工作方式有点像我发现的这个动画 here 关于我应该如何处理这个问题有什么建议吗?
import pygame,sys
pygame.init()
# Settings
tile_size = 64
fov = 10
screen_width = 1200
screen_height = tile_size * fov
level_data = [
' ',
' ',
' XX ',
'XX XXX ',
'XX XX',
'XXXX XX ',
'XXXX P XX ',
'XX X XXX XX X ',
' X XXX XX XX ',
' XXXX XXXXX XX XXX',
'XXXXXXX XXXXX XX XXX']
# Classes
class Game():
def __init__(self):
self.level = Level(screen)
self.status = 'level'
def run(self):
if self.status == 'level':
self.level.run()
class Level:
def __init__(self,display_surface):
# Basic setup
self.setup_level()
self.display_surface = display_surface
# Movement
self.x_shift = 0
self.y_shift = 0
def setup_level(self):
self.tiles = pygame.sprite.Group()
self.player = pygame.sprite.GroupSingle()
for row_index,row in enumerate(level_data):
for col_index,col in enumerate(row):
x = col_index * tile_size
y = (row_index * tile_size) - ((len(level_data) - fov) * tile_size)
if col == 'X':
tile = Tile((x,y))
self.tiles.add(tile)
if col == 'P':
player = Player((x,y))
self.player.add(player)
def vertical_movement_collision(self):
player = self.player.sprite
player.apply_gravity()
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
player.rect.bottom = sprite.rect.top
player.on_ground = True
elif player.direction.y < 0:
player.rect.top = sprite.rect.bottom
player.direction.y = 0
if player.on_ground and player.direction.y > 1 or player.direction.y < 0:
player.on_ground = False
def horizontal_movement_collision(self):
player = self.player.sprite
player.rect.x += player.direction.x * player.speed
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.x > 0:
player.rect.right = sprite.rect.left
elif player.direction.x < 0:
player.rect.left = sprite.rect.right
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift,self.y_shift)
self.tiles.draw(self.display_surface)
# Player
self.player.update()
self.player.draw(self.display_surface)
class Tile(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
self.image = pygame.Surface((tile_size,tile_size))
self.image.fill('grey')
self.rect = self.image.get_rect(topleft = pos)
self.x = self.rect.x
self.y = self.rect.y
def update(self,x_shift,y_shift):
self.x += x_shift
self.y -= y_shift
self.rect.topleft = round(self.x), round(self.y)
class Player(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
# Image
self.image = pygame.Surface((32,64))
self.image.fill('red')
self.rect = self.image.get_rect(topleft = pos)
# Movement
self.direction = pygame.math.Vector2(0,0)
self.speed = 8
self.gravity = 0.8
self.jump_speed = -20
# Status
self.on_ground = False
def get_inputs(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.jump()
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
self.direction.x = 1
elif keys[pygame.K_a] or keys[pygame.K_LEFT]:
self.direction.x = -1
else:
self.direction.x = 0
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
if self.on_ground:
self.direction.y = self.jump_speed
def update(self):
self.get_inputs()
# Game setup
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Platformer')
clock = pygame.time.Clock()
game = Game()
# Main
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
game.run()
pygame.display.update()
clock.tick(60)
在基本的相机系统中,你让玩家处于中心位置。所以相机取决于玩家位置和屏幕尺寸
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
camera = (camera_x, camera_y)
以后你必须在 blit 时将 camera
添加到所有精灵 - 但不要将其添加到精灵位置。
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
但它需要为每个精灵分别 运行 draw()
因为 group.draw()
运行 直接 blit(self.image, self.rect)
对于更复杂的相机系统,您必须编写更复杂的代码来检查玩家位置并以不同方式更改它(使用 if/else
)
最小工作代码:
import pygame,sys
# Classes
class Game():
def __init__(self):
self.level = Level(screen)
self.status = 'level'
def run(self):
if self.status == 'level':
self.level.run()
class Level:
def __init__(self,display_surface):
# Basic setup
self.setup_level()
self.display_surface = display_surface
# Movement
self.x_shift = 0
self.y_shift = 0
def setup_level(self):
self.tiles = pygame.sprite.Group()
self.player = pygame.sprite.GroupSingle()
for row_index,row in enumerate(level_data):
for col_index,col in enumerate(row):
x = col_index * tile_size
y = (row_index * tile_size) - ((len(level_data) - fov) * tile_size)
if col == 'X':
tile = Tile((x,y))
self.tiles.add(tile)
if col == 'P':
player = Player((x,y))
self.player.add(player)
def vertical_movement_collision(self):
player = self.player.sprite
player.apply_gravity()
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
player.rect.bottom = sprite.rect.top
player.on_ground = True
elif player.direction.y < 0:
player.rect.top = sprite.rect.bottom
player.direction.y = 0
if player.on_ground and player.direction.y > 1 or player.direction.y < 0:
player.on_ground = False
def horizontal_movement_collision(self):
player = self.player.sprite
player.rect.x += player.direction.x * player.speed
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.x > 0:
player.rect.right = sprite.rect.left
elif player.direction.x < 0:
player.rect.left = sprite.rect.right
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift,self.y_shift)
self.player.update()
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
camera = (camera_x, camera_y)
print(camera)
for item in self.tiles:
item.draw(self.display_surface, camera)
self.player.sprite.draw(self.display_surface, camera)
class Tile(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
self.image = pygame.Surface((tile_size,tile_size))
self.image.fill('grey')
self.rect = self.image.get_rect(topleft = pos)
self.x = self.rect.x
self.y = self.rect.y
def update(self,x_shift,y_shift):
self.x += x_shift
self.y -= y_shift
self.rect.topleft = round(self.x), round(self.y)
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
class Player(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
# Image
self.image = pygame.Surface((32,64))
self.image.fill('red')
self.rect = self.image.get_rect(topleft = pos)
# Movement
self.direction = pygame.math.Vector2(0,0)
self.speed = 8
self.gravity = 0.8
self.jump_speed = -20
# Status
self.on_ground = False
def get_inputs(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.jump()
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
self.direction.x = 1
elif keys[pygame.K_a] or keys[pygame.K_LEFT]:
self.direction.x = -1
else:
self.direction.x = 0
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
if self.on_ground:
self.direction.y = self.jump_speed
def update(self):
self.get_inputs()
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
# --- main ---
pygame.init()
# Settings
tile_size = 64
fov = 10
screen_width = 1200
screen_height = tile_size * fov
level_data = [
' ',
' ',
' XX ',
'XX XXX ',
'XX XX',
'XXXX XX ',
'XXXX P XX ',
'XX X XXX XX X ',
' X XXX XX XX ',
' XXXX XXXXX XX XXX',
'XXXXXXX XXXXX XX XXX']
# Game setup
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Platformer')
clock = pygame.time.Clock()
game = Game()
# Main
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
game.run()
pygame.display.update()
clock.tick(60)
编辑:
更复杂的相机系统 - 当玩家靠近地图边界时它不会移动地图。
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift, self.y_shift)
self.player.update()
map_left = 0
map_right = len(level_data[0])*tile_size
map_top = 0
map_bottom = len(level_data)*tile_size
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
if self.player.sprite.rect.centerx < map_left + self.display_surface.get_rect().centerx:
camera_x = -map_left
if self.player.sprite.rect.centerx > map_right - self.display_surface.get_rect().centerx:
camera_x = -(map_right - self.display_surface.get_rect().width)
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
if self.player.sprite.rect.centery < map_top + self.display_surface.get_rect().centery:
camera_y = -map_top
if self.player.sprite.rect.centery > map_bottom - self.display_surface.get_rect().centery:
camera_y = -(map_bottom - self.display_surface.get_rect().height)
camera = (camera_x, camera_y)
for item in self.tiles:
item.draw(self.display_surface, camera)
self.player.sprite.draw(self.display_surface, camera)
但在 setup_level()
中它需要 y
而没有 - ((len(level_data) - fov) * tile_size)
y = (row_index * tile_size) # - ((len(level_data) - fov) * tile_size)
完整代码:
import pygame,sys
# Classes
class Game():
def __init__(self):
self.level = Level(screen)
self.status = 'level'
def run(self):
if self.status == 'level':
self.level.run()
class Level:
def __init__(self,display_surface):
# Basic setup
self.setup_level()
self.display_surface = display_surface
# Movement
self.x_shift = 0
self.y_shift = 0
def setup_level(self):
self.tiles = pygame.sprite.Group()
self.player = pygame.sprite.GroupSingle()
for row_index,row in enumerate(level_data):
for col_index,col in enumerate(row):
x = col_index * tile_size
y = (row_index * tile_size)# - ((len(level_data) - fov) * tile_size)
if col == 'X':
tile = Tile((x,y))
self.tiles.add(tile)
if col == 'P':
player = Player((x,y))
self.player.add(player)
def vertical_movement_collision(self):
player = self.player.sprite
player.apply_gravity()
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
player.rect.bottom = sprite.rect.top
player.on_ground = True
elif player.direction.y < 0:
player.rect.top = sprite.rect.bottom
player.direction.y = 0
if player.on_ground and player.direction.y > 1 or player.direction.y < 0:
player.on_ground = False
def horizontal_movement_collision(self):
player = self.player.sprite
player.rect.x += player.direction.x * player.speed
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.x > 0:
player.rect.right = sprite.rect.left
elif player.direction.x < 0:
player.rect.left = sprite.rect.right
def run(self):
self.vertical_movement_collision()
self.horizontal_movement_collision()
# Tiles
self.tiles.update(self.x_shift, self.y_shift)
self.player.update()
map_left = 0
map_right = len(level_data[0])*tile_size
map_top = 0
map_bottom = len(level_data)*tile_size
camera_x = -self.player.sprite.rect.centerx + self.display_surface.get_rect().centerx
if self.player.sprite.rect.centerx < map_left + self.display_surface.get_rect().centerx:
camera_x = -map_left
if self.player.sprite.rect.centerx > map_right - self.display_surface.get_rect().centerx:
camera_x = -(map_right - self.display_surface.get_rect().width)
camera_y = -self.player.sprite.rect.centery + self.display_surface.get_rect().centery
if self.player.sprite.rect.centery < map_top + self.display_surface.get_rect().centery:
camera_y = -map_top
if self.player.sprite.rect.centery > map_bottom - self.display_surface.get_rect().centery:
camera_y = -(map_bottom - self.display_surface.get_rect().height)
camera = (camera_x, camera_y)
for item in self.tiles:
item.draw(self.display_surface, camera)
self.player.sprite.draw(self.display_surface, camera)
class Tile(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
self.image = pygame.Surface((tile_size,tile_size))
self.image.fill('grey')
self.rect = self.image.get_rect(topleft = pos)
self.x = self.rect.x
self.y = self.rect.y
def update(self, x_shift, y_shift):
self.x += x_shift
self.y -= y_shift
self.rect.topleft = round(self.x), round(self.y)
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
class Player(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
# Image
self.image = pygame.Surface((32,64))
self.image.fill('red')
self.rect = self.image.get_rect(topleft = pos)
# Movement
self.direction = pygame.math.Vector2(0,0)
self.speed = 8
self.gravity = 0.8
self.jump_speed = -20
# Status
self.on_ground = False
def get_inputs(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.jump()
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
self.direction.x = 1
elif keys[pygame.K_a] or keys[pygame.K_LEFT]:
self.direction.x = -1
else:
self.direction.x = 0
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
if self.on_ground:
self.direction.y = self.jump_speed
def update(self):
self.get_inputs()
def draw(self, screen, camera):
screen.blit(self.image, self.rect.move(camera))
# --- main ---
pygame.init()
# Settings
tile_size = 64
fov = 10
screen_width = 1200
screen_height = tile_size * fov
level_data = [
' ',
' ',
' XX ',
'XX XXX ',
'XX XX',
'XXXX XX ',
'XXXX P XX ',
'XX X XXX XX X ',
' X XXX XX XX ',
' XXXX XXXXX XX XXX',
'XXXXXXX XXXXX XX XXX']
# Game setup
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Platformer')
clock = pygame.time.Clock()
game = Game()
# Main
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
game.run()
pygame.display.update()
clock.tick(60)