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pygame 精靈的行走及二段跳的實現(xiàn)方法(必看篇)

2020-01-04 16:58:01
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供稿:網(wǎng)友

不得不承認(rèn)《Python游戲編程入門》這本書翻譯、排版非常之爛,但是里面的demo還是很好的,之前做了些改編放到這里。

先是素材:

背景

pygame,精靈

精靈

pygame,精靈

所有素材均取自此書

接下來就是精靈類的創(chuàng)建了:

class MySprite(pygame.sprite.Sprite):  def __init__(self, target):    pygame.sprite.Sprite.__init__(self)    self.master_image = None    self.frame = 0    self.old_frame = -1    self.frame_width = 1    self.frame_height = 1    self.first_frame = 0    self.last_frame = 0    self.columns = 1    self.last_time = 0  #  使用property方法,讓精靈類對坐標(biāo)操作更方便  def _getx(self):    return self.rect.x  def _setx(self, value):    self.rect.x = value  X = property(_getx, _setx)  def _gety(self):    return self.rect.y  def _sety(self, value):    self.rect.y = value  Y = property(_gety, _sety)  def _getpos(self):    return self.rect.topleft  def _setpos(self, pos):    self.rect.topleft = pos  position = property(_getpos, _setpos)  #  load方法中定義了圖片位置,長寬和幀的列數(shù),由此來將素材切成一幀一幀  def load(self, filename, width, height, columns):    self.master_image = pygame.image.load(filename).convert_alpha()    self.frame_width = width    self.frame_height = height    self.rect = Rect(0, 0, width, height)    self.columns = columns    rect = self.master_image.get_rect()    self.last_frame = (rect.width // width) * (rect.height // height) - 1  def update(self, current_time, rate=30):    #  更新幀數(shù)    if current_time > self.last_time + rate:      self.frame += 1      if self.frame > self.last_frame:        self.frame = self.first_frame      self.last_time = current_time    #  當(dāng)幀數(shù)發(fā)生改變時,創(chuàng)建新的圖片    if self.frame != self.old_frame:      frame_x = (self.frame % self.columns) * self.frame_width      frame_y = (self.frame // self.columns) * self.frame_height      rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)      self.image = self.master_image.subsurface(rect)      self.old_frame = self.frame

將精靈類“放置”到游戲屏幕上,并加上背景

pygame.init()screen = pygame.display.set_mode((800, 600))font = pygame.font.Font(None, 24)framerate = pygame.time.Clock()bg = pygame.image.load("background.png").convert_alpha()pl = pygame.image.load('caveman.png').convert_alpha()# 創(chuàng)建精靈組group = pygame.sprite.Group()player = MySprite(screen)player.load("caveman.png", 50, 64, 8)player.first_frame = 1player.last_frame = 7player.position = 400, 303group.add(player)while True:  for event in pygame.event.get():    if event.type == QUIT:      sys.exit()  #  設(shè)置幀數(shù)  framerate.tick(30)  ticks = pygame.time.get_ticks()

這樣的話精靈就在畫布上了,我們得讓它能左右移動:

keys = pygame.key.get_pressed()  if keys[K_ESCAPE]:    sys.exit()  if keys[K_RIGHT]:    player.X += 8  if keys[K_LEFT]:    if player.X > 0:      player.X -= 8

然后實現(xiàn)跳躍及二段跳躍

這里需要說下二段跳躍的注意點:

1.直到落地前,只能跳兩次,也就是說精靈進行二次跳躍后不能再跳了

2.按下空格后,精靈的加速度重置

這需要修改前面的代碼:

jump_vel = 0.0#  設(shè)置一個記錄跳躍次數(shù)的變量space_number = 0#  跳躍判斷player_jumping = Falseplayer_start_y = player.Ywhile True:  for event in pygame.event.get():    if event.type == QUIT:      sys.exit()    if event.type == KEYDOWN:      if event.key == K_SPACE:        #  跳躍次數(shù)小于2次時,        if space_number < 2:          jump_vel = -15.0          space_number += 1          player_jumping = True  keys = pygame.key.get_pressed()  if keys[K_ESCAPE]:    sys.exit()  if keys[K_RIGHT]:    player.X += 8  if keys[K_LEFT]:    if player.X > 0:      player.X -= 8  #  設(shè)置幀數(shù)  framerate.tick(30)  ticks = pygame.time.get_ticks()  #  當(dāng)按下空格后,jump_vel變量不斷變大,直到接觸地面  if player_jumping:    player.Y += jump_vel    jump_vel += 2    #  落地后,重置跳躍速度和其他判斷變量    if player.Y >= player_start_y:        player_jumping = False        player.Y = player_start_y        jump_vel = 0        space_number = 0        #  創(chuàng)建背景  screen.blit(bg, (0, 0))  # 精靈組更新  group.update(ticks, 50)  group.draw(screen)  pygame.display.update()

所有代碼:

import sys, time, random, math, pygamefrom pygame.locals import *class MySprite(pygame.sprite.Sprite):  def __init__(self, target):    pygame.sprite.Sprite.__init__(self)    self.master_image = None    self.frame = 0    self.old_frame = -1    self.frame_width = 1    self.frame_height = 1    self.first_frame = 0    self.last_frame = 0    self.columns = 1    self.last_time = 0  #   使用property方法,讓精靈類對坐標(biāo)操作更方便  def _getx(self):    return self.rect.x  def _setx(self, value):    self.rect.x = value  X = property(_getx, _setx)  def _gety(self):    return self.rect.y  def _sety(self, value):    self.rect.y = value  Y = property(_gety, _sety)  def _getpos(self):    return self.rect.topleft  def _setpos(self, pos):    self.rect.topleft = pos  position = property(_getpos, _setpos)  def load(self, filename, width, height, columns):    self.master_image = pygame.image.load(filename).convert_alpha()    self.frame_width = width    self.frame_height = height    self.rect = Rect(0, 0, width, height)    self.columns = columns    rect = self.master_image.get_rect()    self.last_frame = (rect.width // width) * (rect.height // height) - 1  def update(self, current_time, rate=30):    #   更新幀數(shù)    if current_time > self.last_time + rate:      self.frame += 1      if self.frame > self.last_frame:        self.frame = self.first_frame      self.last_time = current_time    # 當(dāng)幀數(shù)發(fā)生改變時,創(chuàng)建新的圖片    if self.frame != self.old_frame:      frame_x = (self.frame % self.columns) * self.frame_width      frame_y = (self.frame // self.columns) * self.frame_height      rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)      self.image = self.master_image.subsurface(rect)      self.old_frame = self.framepygame.init()screen = pygame.display.set_mode((800, 600))font = pygame.font.Font(None, 24)framerate = pygame.time.Clock()bg = pygame.image.load("background.png").convert_alpha()pl = pygame.image.load('caveman.png').convert_alpha()# 創(chuàng)建精靈組group = pygame.sprite.Group()player = MySprite(screen)player.load("caveman.png", 50, 64, 8)player.first_frame = 1player.last_frame = 7player.position = 400, 303group.add(player)jump_vel = 0.0#  設(shè)置一個記錄跳躍次數(shù)的變量space_number = 0#  跳躍判斷player_jumping = Falseplayer_start_y = player.Ywhile True:  for event in pygame.event.get():    if event.type == QUIT:      sys.exit()    if event.type == KEYDOWN:      if event.key == K_SPACE:        #  跳躍次數(shù)小于2次時,        if space_number < 2:          jump_vel = -15.0          space_number += 1          player_jumping = True  keys = pygame.key.get_pressed()  if keys[K_ESCAPE]:    sys.exit()  if keys[K_RIGHT]:    player.X += 8  if keys[K_LEFT]:    if player.X > 0:      player.X -= 8  #  設(shè)置幀數(shù)  framerate.tick(30)  ticks = pygame.time.get_ticks()  #  當(dāng)按下空格后,jump_vel變量不斷變大,直到接觸地面  if player_jumping:    player.Y += jump_vel    jump_vel += 2    #  落地后    if player.Y >= player_start_y:        player_jumping = False        player.Y = player_start_y        jump_vel = 0        space_number = 0        rush_number = 0  #  創(chuàng)建背景  screen.blit(bg, (0, 0))  # 精靈組更新  group.update(ticks, 50)  group.draw(screen)  pygame.display.update()

這樣,一個粗糙的、會二段跳的精靈就完成了。

很感謝這本書提供單次跳躍的思路,讓我有思考二段跳的想法。其實像二段跳這類看上去容易,但實現(xiàn)其實還是需要思考一番的。

以上這篇pygame 精靈的行走及二段跳的實現(xiàn)方法(必看篇)就是小編分享給大家的全部內(nèi)容了,希望能給大家一個參考,也希望大家多多支持VEVB武林網(wǎng)。

 
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