- android - 多次调用 OnPrimaryClipChangedListener
- android - 无法更新 RecyclerView 中的 TextView 字段
- android.database.CursorIndexOutOfBoundsException : Index 0 requested, 光标大小为 0
- android - 使用 AppCompat 时,我们是否需要明确指定其 UI 组件(Spinner、EditText)颜色
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()
关于python - 向顶部/向下射击器添加滚动功能,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33516364/
我创建了一个用户可以添加测试的字段。这一切运行顺利我只希望当用户点击(添加另一个测试)然后上一个(添加另一个测试)删除并且这个显示在新字段中。 所有运行良好的唯一问题是点击(添加另一个字段)之前添加另
String[] option = {"Adlawan", "Angeles", "Arreza", "Benenoso", "Bermas", "Brebant
关闭。这个问题不符合Stack Overflow guidelines .它目前不接受答案。 这个问题似乎不是关于 a specific programming problem, a softwar
我正在努力将 jQuery 滚动功能添加到 nav-tab (Bootstrap 3)。我希望用户能够选择他们想要的选项卡,并在选项卡内容中有一个可以平滑滚动到 anchor 的链接。这是我的代码,可
我正在尝试在用户登录后再添加 2 个 ui 选项卡。首先,我尝试做一个之后。 $('#slideshow').tabs('remove', '4'); $("#slideshow ul li:last
我有一个包含选择元素的表单,我想通过选择添加和删除其中一些元素。这是html代码(这里也有jsfiddle http://jsfiddle.net/txhajy2w/):
正在写这个: view.backgroundColor = UIColor.white.withAlphaComponent(0.9) 等同于: view.backgroundColor = UICo
好的,如果其中有任何信息,我想将这些列添加到一起。所以说我有 账户 1 2 3 . 有 4 个帐户空间,但只有 3 个帐户。我如何创建 java 脚本来添加它。 最佳答案 Live Example H
我想知道是否有一种有效的预制算法来确定一组数字的和/差是否可以等于不同的数字。示例: 5、8、10、2,使用 + 或 - 等于 9。5 - 8 = -3 + 10 = 7 + 2 = 9 如果有一个预
我似乎有一个卡住的 git repo。它卡在所有基本的添加、提交命令上,git push 返回所有内容为最新的。 从其他帖子我已经完成了 git gc 和 git fsck/ 我认为基本的调试步骤是
我的 Oracle SQL 查询如下- Q1- select hca.account_number, hca.attribute3, SUM(rcl.extended_amou
我正在阅读 http://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingG
我正在尝试添加一个“加载更多”按钮并限制下面的结果,这样投资组合页面中就不会同时加载 1000 个内容,如下所示:http://typesetdesign.com/portfolio/ 我对 PHP
我遇到这个问题,我添加了 8 个文本框,它工作正常,但是当我添加更多文本框(如 16 个文本框)时,它不会添加最后一个文本框。有人遇到过这个问题吗?提前致谢。 Live Link: JAVASCRIP
add/remove clone first row default not delete 添加/删除克隆第一行默认不删除&并获取正确的SrNo(例如:添加3行并在看到问题后删除SrNo.2)
我编码this ,但删除按钮不起作用。我在控制台中没有任何错误.. var counter = 0; var dataList = document.getElementById('materi
我有一个类似数组的对象: [1:数组[10]、2:数组[2]、3:数组[2]、4:数组[2]、5:数组[3]、6:数组[1]] 我正在尝试删除前两个元素,执行一些操作,然后将它们再次插入到同一位置。
使用的 Delphi 版本:2007 你好, 我有一个 Tecord 数组 TInfo = Record Name : String; Price : Integer; end; var Info
我使用了基本的 gridster 代码,然后我声明了通过按钮添加和删除小部件的函数它工作正常但是当我将调整大小功能添加到上面的代码中时,它都不起作用(我的意思是调整大小,添加和删除小部件) 我的js代
title 323 323 323 title 323 323 323 title 323 323 323 JS $(document).keydown(function(e){
我是一名优秀的程序员,十分优秀!