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我正在尝试按照“Raiden 2”的风格创建自上而下的拍摄,但在添加滚动 map 时遇到问题。当我添加矩形 map 并合并相机类时,相机不会将船舶放置在 map 的底部,允许船舶飞到 map 的下半部分,或将船舶保持在屏幕中间。
我希望将船放置在 map 的底部,并且相机缓慢向上滚动,使船保持在同一位置。
这是游戏的简化版本,您可以在屏幕上控制一艘船:
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__":
这就是当我添加带有相机类的矩形 map 时发生的情况,请注意该 map 的右侧有 5 个“平台”,但是游戏不允许您前往 map 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()
最佳答案
滚动相机的工作原理是计算 Sprite 的新位置。对于背景图 block ,您可以使用 screen.blit(e.image, camera.apply(e))
,这可行,但对于船,您只需调用 shipGroup.draw(screen)
.
但是shipGroup
不知道相机,因此总是将船 Sprite 位在绝对位置,而不是相机类计算的相对位置。
我们可以通过创建一个可以处理相机的 Sprite 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:
...
...
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
...
现在滚动可以工作了。另一个问题是您的 Ship
中的此检查类:
if self.rect.y > WIN_H - SHIP_HEIGHT:
self.rect.y = WIN_H - SHIP_HEIGHT
这将防止船舶进一步向下移动 WIN_H
,但你的水平面实际上比屏幕高度还要大。
为了解决这个问题,我们创建了一个 Rect
描述整个关卡,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
中使用它类从级别的底部开始,我们使用 clamp_ip
确保飞船无法离开屏幕:
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 block * 32 像素,WIN_W
应该是
WIN_W = 16*32
如果您只想垂直滚动,而不想要水平滚动。
完整代码如下:
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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