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Pygame 级别/菜单状态

转载 作者:行者123 更新时间:2023-12-04 01:22:28 29 4
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使用下面的代码,实现游戏状态以控制关卡的最简单和最简单的方法是什么?如果我想从标题画面开始,然后加载一个关卡,并在完成后进入下一个关卡?如果有人能解释处理这个问题的最简单方法,那就太好了!

import pygame
from pygame import *

WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30

def main():
global level
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
level = 0

bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))

up = left = right = False
entities = pygame.sprite.Group()
player = Player(32, 32)
enemy = Enemy(32,32)
platforms = []

x = 0
y = 0

if level == 0:
level = [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]

#background = pygame.image.load("Untitled.png")


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

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

camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
entities.add(enemy)

while 1:
timer.tick(60)

for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"

if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True

if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False

# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))

# draw background
#screen.blit(background, camera.apply((0,0)))
#draw entities
for e in entities:
screen.blit(e.image, camera.apply(e))
# update player, update camera, and refresh
player.update(up, left, right, platforms)
enemy.update(platforms)
camera.update(player)
pygame.display.flip()

class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)

def apply(self, target):
try:
return target.rect.move(self.state.topleft)
except AttributeError:
return map(sum, zip(target, self.state.topleft))

def update(self, target):
self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h

l = min(0, l) # stop scrolling left
l = max(-(camera.width - WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

return Rect(l, t, w, h)

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

class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(200, 1200, 32, 32)


def update(self, up, left, right, platforms):
if self.rect.top > 1440 or self.rect.top < 0:
main()
if self.rect.left > 1408 or self.rect.right < 0:
main()
if up:
if self.onGround:
self.yvel = 0
self.yvel -= 10 # only jump if on the ground
if left:
self.xvel = -10
if right:
self.xvel = 10
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 80: self.yvel = 80 # max falling speed
if not(left or right):
self.xvel = 0

self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions

def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yvel < 0:
self.rect.top = p.rect.bottom


class Enemy(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.yVel = 0
self.xVel = 0
self.image = Surface((32,32))
self.image.fill(Color("#00FF00"))
self.image.convert()
self.rect = Rect(300, 1200, 32, 32)
self.onGround = False
self.right_dis = False

def update(self, platforms):
if not self.onGround:
self.yVel += 0.3

if self.rect.left == 96:
self.right_dis = False
if self.rect.right == 480:
self.right_dis = True
if not self.right_dis:
self.xVel = 2
if self.right_dis:
self.xVel = -2

self.rect.left += self.xVel # increment in x direction
self.collide(self.xVel, 0, platforms) # do x-axis collisions
self.rect.top += self.yVel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yVel, platforms) # do y-axis collisions

def collide(self, xVel, yVel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if xVel > 0: self.rect.right = p.rect.left
if xVel < 0: self.rect.left = p.rect.right
if yVel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yVel < 0:
self.rect.top = p.rect.bottom

class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
#self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)

def update(self):
pass

class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("end.png")




if __name__ == "__main__":
main()

最佳答案

首先,让我们摆脱这些丑陋的 if 块:

for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"

if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True

if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False

我们可以将它们重写为:
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"

pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]

这将在以后派上用场。

回到主题:我们想要的是一堆不同的场景。每个场景都必须负责自己的屏幕渲染和事件处理。

让我们尝试将现有代码提取到游戏场景中,以便以后可以添加其他场景。我们首先创建一个空的 Scene类将成为我们场景的基类:
class Scene(object):
def __init__(self):
pass

def render(self, screen):
raise NotImplementedError

def update(self):
raise NotImplementedError

def handle_events(self, events):
raise NotImplementedError

我们的计划是覆盖每个子类中的每个方法,因此我们提出 NotImplementedError s 在基类中,所以我们很容易发现我们是否忘记这样做(我们也可以使用 ABC,但让我们保持简单)。

现在让我们将与运行游戏状态相关的所有内容(基本上是所有内容)放入一个新的 GameScene 中。类(class)。
class GameScene(Scene):
def __init__(self):
super(GameScene, self).__init__()
level = 0
self.bg = Surface((32,32))
self.bg.convert()
self.bg.fill(Color("#0094FF"))
up = left = right = False
self.entities = pygame.sprite.Group()
self.player = Player(32, 32)
self.enemy = Enemy(32,32)
self.platforms = []

x = 0
y = 0

if level == 0:
level = [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]

#background = pygame.image.load("Untitled.png")


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

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

self.camera = Camera(complex_camera, total_level_width, total_level_height)
self.entities.add(self.player)
self.entities.add(self.enemy)

def render(self, screen):
for y in range(20):
for x in range(25):
screen.blit(self.bg, (x * 32, y * 32))

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

def update(self):
pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
self.player.update(up, left, right, self.platforms)
self.enemy.update(self.platforms)
self.camera.update(self.player)

def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_ESCAPE:
pass #somehow go back to menu

还不完美,但一个好的开始。与实际游戏玩法相关的所有内容都被提取到它自己的类中。有些变量必须是实例变量,因此必须通过 self 访问它们。 .

现在我们需要修改 main -函数来实际使用这个类:
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
running = True

scene = GameScene()

while running:
timer.tick(60)

if pygame.event.get(QUIT):
running = False
return
scene.handle_events(pygame.event.get())
scene.update()
scene.render(screen)
pygame.display.flip()

请注意,我更改了两个小东西:我使用了 pygame.event.get(QUIT)只得到一个可能的 QUIT -event 首先,因为这是我们在主循环中唯一感兴趣的事件。所有其他事件直接传递到当前场景: scene.handle_events(pygame.event.get()) .

在这一点上,我们可以考虑将一些类提取到他们自己的文件中,但让我们继续。

让我们创建一个标题菜单:
class TitleScene(object):

def __init__(self):
super(TitleScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)
self.sfont = pygame.font.SysFont('Arial', 32)

def render(self, screen):
# beware: ugly!
screen.fill((0, 200, 0))
text1 = self.font.render('Crazy Game', True, (255, 255, 255))
text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
screen.blit(text1, (200, 50))
screen.blit(text2, (200, 350))

def update(self):
pass

def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_SPACE:
self.manager.go_to(GameScene(0))

这仅显示绿色背景和一些文本。如果玩家按下空格键,我们要开始第一关。请注意这一行:
self.manager.go_to(GameScene(0))

我在这里传递参数 0GameScene类,所以让我们改变它,让它接受这个参数:
class GameScene(Scene):
def __init__(self, level):
...

线路 level = 0可以删除,正如您已经猜到的。

那是什么 self.manager ?它只是一个帮我们管理场景的小助手类。
class SceneMananger(object):
def __init__(self):
self.go_to(TitleScene())

def go_to(self, scene):
self.scene = scene
self.scene.manager = self

它从标题场景开始并设置每个场景 manager字段本身以允许更改当前场景。如何实现这样的场景管理器有很多可能性,这是最简单的方法。一个缺点是每个场景都必须知道哪个场景在它之后,但现在不应该打扰我们。

让我们使用我们的新 SceneMananger :
def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
running = True

manager = SceneMananger()

while running:
timer.tick(60)

if pygame.event.get(QUIT):
running = False
return
manager.scene.handle_events(pygame.event.get())
manager.scene.update()
manager.scene.render(screen)
pygame.display.flip()

直截了当。让我们快速添加第二个级别和赢/输屏幕,我们就完成了。
class CustomScene(object):

def __init__(self, text):
self.text = text
super(CustomScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)

def render(self, screen):
# ugly!
screen.fill((0, 200, 0))
text1 = self.font.render(self.text, True, (255, 255, 255))
screen.blit(text1, (200, 50))

def update(self):
pass

def handle_events(self, events):
for e in events:
if e.type == KEYDOWN:
self.manager.go_to(TitleScene())

下面是完整的代码。请注意对 Player 的更改类:而不是调用 main再次函数,它调用场景中的方法来指示玩家到达导出或死亡。

此外,我改变了玩家和敌人的位置。现在,您指定实体在关卡中的显示位置。例如。 Player(5, 40)将在关卡的第 5 列第 40 行创建玩家。作为奖励,敌人可以进行适当的碰撞检测。

我将级别的描述提取到名为 levels 的字典中。 ,因此可以根据需要轻松更改和添加级别(稍后,您可能需要每个级别一个文件,因此这是一个好的开始)。它可以扩展以保持玩家的起始位置,但您也可以创建一个特殊的图块,例如 *用于起始位置和 E对于关卡描述中的敌人。
import pygame
from pygame import *

WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30

levels = {0: {'level': [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",],
'enemies': [(9, 38)]},
1: {'level': [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPPPPPPPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPP PPPP",
"PPP P PPPPPPPPPPPPPPPPPP",
"PPP P PPPPPPPPPPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",],
'enemies': [(9, 38), (18, 38), (15, 15)]}}

class Scene(object):
def __init__(self):
pass

def render(self, screen):
raise NotImplementedError

def update(self):
raise NotImplementedError

def handle_events(self, events):
raise NotImplementedError

class GameScene(Scene):
def __init__(self, levelno):
super(GameScene, self).__init__()
self.bg = Surface((32,32))
self.bg.convert()
self.bg.fill(Color("#0094FF"))
up = left = right = False
self.entities = pygame.sprite.Group()
self.player = Player(5, 40)
self.player.scene = self
self.platforms = []

self.levelno = levelno

levelinfo = levels[levelno]
self.enemies = [Enemy(*pos) for pos in levelinfo['enemies']]

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

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

self.camera = Camera(complex_camera, total_level_width, total_level_height)
self.entities.add(self.player)
for e in self.enemies:
self.entities.add(e)

def render(self, screen):
for y in range(20):
for x in range(25):
screen.blit(self.bg, (x * 32, y * 32))

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

def update(self):
pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
self.player.update(up, left, right, self.platforms)

for e in self.enemies:
e.update(self.platforms)

self.camera.update(self.player)

def exit(self):
if self.levelno+1 in levels:
self.manager.go_to(GameScene(self.levelno+1))
else:
self.manager.go_to(CustomScene("You win!"))

def die(self):
self.manager.go_to(CustomScene("You lose!"))

def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_ESCAPE:
self.manager.go_to(TitleScene())

class CustomScene(object):

def __init__(self, text):
self.text = text
super(CustomScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)

def render(self, screen):
# ugly!
screen.fill((0, 200, 0))
text1 = self.font.render(self.text, True, (255, 255, 255))
screen.blit(text1, (200, 50))

def update(self):
pass

def handle_events(self, events):
for e in events:
if e.type == KEYDOWN:
self.manager.go_to(TitleScene())

class TitleScene(object):

def __init__(self):
super(TitleScene, self).__init__()
self.font = pygame.font.SysFont('Arial', 56)
self.sfont = pygame.font.SysFont('Arial', 32)

def render(self, screen):
# ugly!
screen.fill((0, 200, 0))
text1 = self.font.render('Crazy Game', True, (255, 255, 255))
text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
screen.blit(text1, (200, 50))
screen.blit(text2, (200, 350))

def update(self):
pass

def handle_events(self, events):
for e in events:
if e.type == KEYDOWN and e.key == K_SPACE:
self.manager.go_to(GameScene(0))

class SceneMananger(object):
def __init__(self):
self.go_to(TitleScene())

def go_to(self, scene):
self.scene = scene
self.scene.manager = self

def main():
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
running = True

manager = SceneMananger()

while running:
timer.tick(60)

if pygame.event.get(QUIT):
running = False
return
manager.scene.handle_events(pygame.event.get())
manager.scene.update()
manager.scene.render(screen)
pygame.display.flip()

class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)

def apply(self, target):
try:
return target.rect.move(self.state.topleft)
except AttributeError:
return map(sum, zip(target, self.state.topleft))

def update(self, target):
self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h

l = min(0, l) # stop scrolling left
l = max(-(camera.width - WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

return Rect(l, t, w, h)

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

class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(x*32, y*32, 32, 32)

def update(self, up, left, right, platforms):
if self.rect.top > 1440 or self.rect.top < 0:
self.scene.die()
if self.rect.left > 1408 or self.rect.right < 0:
self.scene.die()
if up:
if self.onGround:
self.yvel = 0
self.yvel -= 10 # only jump if on the ground
if left:
self.xvel = -10
if right:
self.xvel = 10
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 80: self.yvel = 80 # max falling speed
if not(left or right):
self.xvel = 0

self.rect.left += self.xvel # increment in x direction
if self.collide(self.xvel, 0, platforms): # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions

def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
self.scene.exit()
return False
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yvel < 0:
self.rect.top = p.rect.bottom
return True

class Enemy(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.yVel = 0
self.xVel = 2 # start moving immediately
self.image = Surface((32,32))
self.image.fill(Color("#00FF00"))
self.image.convert()
self.rect = Rect(x*32, y*32, 32, 32)
self.onGround = False

def update(self, platforms):
if not self.onGround:
self.yVel += 0.3

# no need for right_dis to be a member of the class,
# since we know we are moving right if self.xVel > 0
right_dis = self.xVel > 0

# create a point at our left (or right) feet
# to check if we reached the end of the platform
m = (1, 1) if right_dis else (-1, 1)
p = self.rect.bottomright if right_dis else self.rect.bottomleft
fp = map(sum, zip(m, p))

# if there's no platform in front of us, change the direction
collide = any(p for p in platforms if p.rect.collidepoint(fp))
if not collide:
self.xVel *= -1

self.rect.left += self.xVel # increment in x direction
self.collide(self.xVel, 0, platforms) # do x-axis collisions
self.rect.top += self.yVel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yVel, platforms) # do y-axis collisions

def collide(self, xVel, yVel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if xVel > 0:
self.rect.right = p.rect.left
self.xVel *= -1 # hit wall, so change direction
if xVel < 0:
self.rect.left = p.rect.right
self.xVel *= -1 # hit wall, so change direction
if yVel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yVel < 0:
self.rect.top = p.rect.bottom

class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
#self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)

def update(self):
pass

class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)




if __name__ == "__main__":
main()

关于Pygame 级别/菜单状态,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14700889/

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