添加滚动到上/下射手

时间:2015-11-04 07:48:21

标签: python scroll pygame

我正在努力创造一个自上而下的拍摄#34; Raiden 2"我在添加滚动地图时遇到问题。当我添加一个矩形地图并合并一个摄像机类时,摄像机不会将船放置在地图的底部,允许船飞到地图的下半部,或者将船保持在地图的中间位置。屏幕。

我希望将船放在地图的底部,然后让摄像机慢慢向上滚动,使船停在同一个地方。

以下是游戏的简化版本,您可以在屏幕上控制游戏:

import sys, pygame, os, math

# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'

# Constants
LEFT = 'left'
RIGHT = 'right'

BLACK = (0, 0, 0)
GRAY = (70, 70, 70)
WHITE = (255, 255, 255)

WIN_W = 500
WIN_H = 800

SHIP_WIDTH = WIN_W/15
SHIP_HEIGHT = WIN_H/15


class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)


class Ship(Entity):
    def __init__(self, container):
        Entity.__init__(self)
        self.speed = 5
        self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
        self.rect = self.image.get_rect()
        self.rect.centerx = container.centerx
        self.rect.y = container.centery

    def update(self):
        key = pygame.key.get_pressed()
        if key[pygame.K_w]:
            self.rect.centery -= self.speed
        if key[pygame.K_s]:
            self.rect.centery += self.speed
        if key[pygame.K_d]:
            self.rect.centerx += self.speed
        if key[pygame.K_a]:
            self.rect.centerx -= self.speed

        # Ship Movement Boundaries
        if self.rect.y < 0:
            self.rect.y = 0
        if self.rect.y > WIN_H - SHIP_HEIGHT:
            self.rect.y = WIN_H - SHIP_HEIGHT
        if self.rect.x < 0:
            self.rect.x = 0
        if self.rect.x > WIN_W - SHIP_WIDTH:
            self.rect.x = WIN_W - SHIP_WIDTH


def main():
    # Initialize Everything
    pygame.init()
    fps = 60
    clock = pygame.time.Clock()
    play = True
    pygame.display.set_caption('Raiden')
    screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)

    # Create Groups
    shipGroup = pygame.sprite.Group()

    # Create Game Objects
    ship = Ship(pygame.rect.Rect(0, 0, WIN_W, WIN_H))

    # Add Game Objects to Groups
    shipGroup.add(ship)

    # Gameplay
    while play:
        # Checks if window exit button pressed
        for event in pygame.event.get():
            if event.type == pygame.QUIT: sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()

        # Update
        ship.update()


        # Print Background/Sprites
        screen.fill(WHITE)
        shipGroup.draw(screen)

        # Limits frames per iteration of while loop
        clock.tick(fps)
        # Writes to main surface
        pygame.display.flip()

if __name__ == "__main__":

当我使用相机类添加矩形地图时会发生这种情况,请注意地图上有5个平台&#39;在右侧,但游戏不允许您前往地图的下半部分。

import sys, pygame, os, math

# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'

# Constants
LEFT = 'left'
RIGHT = 'right'

BLACK = (0, 0, 0)
GRAY = (70, 70, 70)
WHITE = (255, 255, 255)

WIN_W = 500
WIN_H = 800

SHIP_WIDTH = WIN_W/15
SHIP_HEIGHT = WIN_H/15


class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)


class Ship(Entity):
    def __init__(self, container):
        Entity.__init__(self)
        self.speed = 5
        self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
        self.rect = self.image.get_rect()
        self.rect.centerx = container.centerx
        self.rect.y = container.centery

    def update(self):
        key = pygame.key.get_pressed()
        if key[pygame.K_w]:
            self.rect.centery -= self.speed
        if key[pygame.K_s]:
            self.rect.centery += self.speed
        if key[pygame.K_d]:
            self.rect.centerx += self.speed
        if key[pygame.K_a]:
            self.rect.centerx -= self.speed

        # Ship Movement Boundaries
        if self.rect.y < 0:
            self.rect.y = 0
        if self.rect.y > WIN_H - SHIP_HEIGHT:
            self.rect.y = WIN_H - SHIP_HEIGHT
        if self.rect.x < 0:
            self.rect.x = 0
        if self.rect.x > WIN_W - SHIP_WIDTH:
            self.rect.x = WIN_W - SHIP_WIDTH

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = pygame.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 pygame.Rect(-l+WIN_W/2, -t+WIN_H/2, w, h)


def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l+WIN_W/2, -t+WIN_H/2, w, h

    l = min(0, l)                           # stop scrolling at the left edge
    l = max(-(camera.width-WIN_W), l)   # stop scrolling at the right edge
    t = max(-(camera.height-WIN_H), t) # stop scrolling at the bottom
    t = min(0, t)                           # stop scrolling at the top
    return pygame.Rect(l, t, w, h)


class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = pygame.Surface((32, 32))
        self.image.convert()
        self.image.fill(GRAY)
        self.rect = pygame.Rect(x, y, 32, 32)

    def update(self):
        pass

def main():
    # Initialize Everything
    pygame.init()
    fps = 60
    clock = pygame.time.Clock()
    play = True
    pygame.display.set_caption('Raiden')
    screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)

    # Create Groups
    shipGroup = pygame.sprite.Group()
    backgroundGroup = pygame.sprite.Group()

    # Load Level
    platforms = []
    x = y = 0
    level = [
        "PPPPPPPPPPPPPPPP",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P           PPPP",
        "P              P",
        "PPPP           P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P           PPPP",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P           PPPP",
        "P              P",
        "PPPP           P",
        "P              P",
        "P           PPPP",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P           PPPP",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPPPPPPPPPPPPPP",]
    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                backgroundGroup.add(p)
            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)


    # Create Game Objects
    ship = Ship(pygame.rect.Rect(0, 0, WIN_W, WIN_H))

    # Add Game Objects to Groups
    shipGroup.add(ship)


    # Gameplay
    while play:
        # Checks if window exit button pressed
        for event in pygame.event.get():
            if event.type == pygame.QUIT: sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
        camera.update(ship)
        # Update
        ship.update()

        # Print Background/Sprites
        screen.fill(WHITE)

        for e in backgroundGroup:
            screen.blit(e.image, camera.apply(e))

        shipGroup.draw(screen)

        # Limits frames per iteration of while loop
        clock.tick(fps)
        # Writes to main surface
        pygame.display.flip()

if __name__ == "__main__":
    main()

1 个答案:

答案 0 :(得分:1)

滚动相机的工作原理是计算精灵的新位置。对于您的背景图块,使用screen.blit(e.image, camera.apply(e)),这可以使用,但对于发货,您只需拨打shipGroup.draw(screen)

但是shipGroup不了解相机,因此总是在绝对位置上对船精灵进行blit,而不是相机类计算的相对值。

我们可以通过创建一个可以处理相机的精灵组来解决这个问题,例如:

class CameraGroup(pygame.sprite.Group):
    def __init__(self, camera):
        pygame.sprite.Group.__init__(self)
        self.camera = camera

    def draw(self, surface):
        sprites = self.sprites()
        surface_blit = surface.blit
        for spr in sprites:
            self.spritedict[spr] = surface_blit(spr.image, self.camera.apply(spr))
        self.lostsprites = []

并使用它:

...
total_level_width = len(level[0])*32
total_level_height = len(level)*32

# Create Groups
camera = Camera(complex_camera, total_level_width, total_level_height)
shipGroup = CameraGroup(camera)
backgroundGroup = CameraGroup(camera)

# build the level
for row in level:
   ...
...

并在你的主循环中:

while play:
    # Checks if window exit button pressed
    for event in pygame.event.get():
         ...

    camera.update(ship)
    # Update
    ship.update()

    # Print Background/Sprites
    screen.fill(WHITE)

    backgroundGroup.draw(screen)
    shipGroup.draw(screen)

    # Limits frames per iteration of while loop
    ...

现在滚动会起作用。另一个问题是您的Ship课程中的此项检查:

    if self.rect.y > WIN_H - SHIP_HEIGHT:
        self.rect.y = WIN_H - SHIP_HEIGHT

这样可以防止船舶进一步向下移动WIN_H,但您的等级实际上大于屏幕高度。

要解决此问题,我们会创建一个描述整个关卡的Rect,并将其传递给Ship类:

total_rect = pygame.rect.Rect(0, 0, total_level_width, total_level_height)

ship = Ship(total_rect)

然后我们在Ship类中使用它从级别的底部开始,我们使用clamp_ip来确保船只不能离开屏幕:

class Ship(Entity):
    def __init__(self, container):
        Entity.__init__(self)
        self.speed = 5
        self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
        self.rect = self.image.get_rect()
        self.rect.centerx = container.centerx
        self.rect.y = container.bottom - self.rect.height * 2
        self.container = container

    def update(self):
        key = pygame.key.get_pressed()
        if key[pygame.K_w]:
            self.rect.centery -= self.speed
        if key[pygame.K_s]:
            self.rect.centery += self.speed
        if key[pygame.K_d]:
            self.rect.centerx += self.speed
        if key[pygame.K_a]:
            self.rect.centerx -= self.speed

        self.rect.clamp_ip(self.container)

此外,由于您的关卡宽度为16块* 32像素,WIN_W应为

WIN_W = 16*32

如果你只想要垂直滚动,而不是水平滚动。

这是完整的代码:

import sys, pygame, os, math

# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'

# Constants
LEFT = 'left'
RIGHT = 'right'

BLACK = (0, 0, 0)
GRAY = (70, 70, 70)
WHITE = (255, 255, 255)

WIN_W = 16*32
WIN_H = 800

SHIP_WIDTH = WIN_W/15
SHIP_HEIGHT = WIN_H/15


class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)


class Ship(Entity):
    def __init__(self, container):
        Entity.__init__(self)
        self.speed = 5
        self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
        self.rect = self.image.get_rect()
        self.rect.centerx = container.centerx
        self.rect.y = container.bottom - self.rect.height * 2
        self.container = container

    def update(self):
        key = pygame.key.get_pressed()
        if key[pygame.K_w]:
            self.rect.centery -= self.speed
        if key[pygame.K_s]:
            self.rect.centery += self.speed
        if key[pygame.K_d]:
            self.rect.centerx += self.speed
        if key[pygame.K_a]:
            self.rect.centerx -= self.speed

        self.rect.clamp_ip(self.container)

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = pygame.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 pygame.Rect(-l+WIN_W/2, -t+WIN_H/2, w, h)


def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l+WIN_W/2, -t+WIN_H/2, w, h

    l = min(0, l)                           # stop scrolling at the left edge
    l = max(-(camera.width-WIN_W), l)   # stop scrolling at the right edge
    t = max(-(camera.height-WIN_H), t) # stop scrolling at the bottom
    t = min(0, t)                           # stop scrolling at the top
    return pygame.Rect(l, t, w, h)

class CameraGroup(pygame.sprite.Group):
    def __init__(self, camera):
        pygame.sprite.Group.__init__(self)
        self.camera = camera

    def draw(self, surface):
        sprites = self.sprites()
        surface_blit = surface.blit
        for spr in sprites:
            self.spritedict[spr] = surface_blit(spr.image, self.camera.apply(spr))
        self.lostsprites = []

class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = pygame.Surface((32, 32))
        self.image.convert()
        self.image.fill(GRAY)
        self.rect = pygame.Rect(x, y, 32, 32)

    def update(self):
        pass

def main():
    # Initialize Everything
    pygame.init()
    fps = 60
    clock = pygame.time.Clock()
    play = True
    pygame.display.set_caption('Raiden')
    screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)

    # Load Level
    platforms = []
    x = y = 0
    level = [
        "PPPPPPPPPPPPPPPP",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P           PPPP",
        "P              P",
        "PPPP           P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P           PPPP",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P           PPPP",
        "P              P",
        "PPPP           P",
        "P              P",
        "P           PPPP",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P           PPPP",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPP           P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "P              P",
        "PPPPPPPPPPPPPPPP",]

    total_level_width = len(level[0])*32
    total_level_height = len(level)*32
    total_rect = pygame.rect.Rect(0, 0, total_level_width, total_level_height)

    # Create Groups
    camera = Camera(complex_camera, total_level_width, total_level_height)
    shipGroup = CameraGroup(camera)
    backgroundGroup = CameraGroup(camera)

    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                backgroundGroup.add(p)
            x += 32
        y += 32
        x = 0

    # Create Game Objects
    ship = Ship(total_rect)

    # Add Game Objects to Groups
    shipGroup.add(ship)

    # Gameplay
    while play:
        # Checks if window exit button pressed
        for event in pygame.event.get():
            if event.type == pygame.QUIT: sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()

        camera.update(ship)
        # Update
        ship.update()

        # Print Background/Sprites
        screen.fill(WHITE)

        backgroundGroup.draw(screen)
        shipGroup.draw(screen)

        # Limits frames per iteration of while loop
        clock.tick(fps)
        # Writes to main surface
        pygame.display.flip()

if __name__ == "__main__":
    main()
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