Python 官方文档:入门教程 => 点击学习
这篇文章主要讲解了“怎么用python实现游戏玩家能够向前和向后跑”,文中的讲解内容简单清晰,易于学习与理解,下面请大家跟着小编的思路慢慢深入,一起来研究和学习“怎么用Python实现游戏玩家能够向前和向后跑”吧!在侧滚动条中放置卷轴如果你
这篇文章主要讲解了“怎么用python实现游戏玩家能够向前和向后跑”,文中的讲解内容简单清晰,易于学习与理解,下面请大家跟着小编的思路慢慢深入,一起来研究和学习“怎么用Python实现游戏玩家能够向前和向后跑”吧!
如果你希望你的玩家能够后退,你需要一个触发点来向前和向后。这两个点仅仅是两个变量。设置它们各个距各个屏幕边缘大约 100 或 200 像素。在你的设置部分中创建变量。在下面的代码中,前两行用于上下文说明,所以仅需要添加这行后的代码:
player_list.add(player)steps = 10forwardX = 600backwardX = 230
在主循环中,查看你的玩家精灵是否在 forwardx
或 backwardx
滚动点处。如果是这样,向左或向右移动使用的平台,取决于世界是向前或向后移动。在下面的代码中,代码的最后三行仅供你参考:
# scroll the world forward if player.rect.x >= forwardx: scroll = player.rect.x - forwardx player.rect.x = forwardx for p in plat_list: p.rect.x -= scroll # scroll the world backward if player.rect.x <= backwardx: scroll = backwardx - player.rect.x player.rect.x = backwardx for p in plat_list: p.rect.x += scroll ## scrolling code above world.blit(backdrop, backdropbox) player.gravity() # check gravity player.update()
启动你的游戏,并尝试它。
滚动像预期的一样工作,但是你可能注意到一个发生的小问题,当你滚动你的玩家和非玩家精灵周围的世界时:敌人精灵不随同世界滚动。除非你要你的敌人精灵要无休止地追逐你的玩家,你需要修改敌人代码,以便当你的玩家快速撤退时,敌人被留在后面。
在你的主循环中,你必须对卷轴平台为你的敌人的位置的应用相同的规则。因为你的游戏世界将(很可能)有不止一个敌人在其中,该规则应该被应用于你的敌人列表,而不是一个单独的敌人精灵。这是分组类似元素到列表中的优点之一。
前两行用于上下文注释,所以只需添加这两行后面的代码到你的主循环中:
# scroll the world forward if player.rect.x >= forwardx: scroll = player.rect.x - forwardx player.rect.x = forwardx for p in plat_list: p.rect.x -= scroll for e in enemy_list: e.rect.x -= scroll
来滚向另一个方向:
# scroll the world backward if player.rect.x <= backwardx: scroll = backwardx - player.rect.x player.rect.x = backwardx for p in plat_list: p.rect.x += scroll for e in enemy_list: e.rect.x += scroll
再次启动游戏,看看发生什么。
这里是到目前为止你已经为这个 Python 平台所写所有的代码:
#!/usr/bin/env python3# draw a world# add a player and player control# add player movement# add enemy and basic collision# add platfORM# add gravity# add jumping# add scrolling # GNU All-Permissive License# Copying and distribution of this file, with or without modification,# are permitted in any medium without royalty provided the copyright# notice and this notice are preserved. This file is offered as-is,# without any warranty. import pygameimport sysimport os '''Objects''' class Platform(pygame.sprite.Sprite): # x location, y location, img width, img height, img file def __init__(self,xloc,yloc,imgw,imgh,img): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(os.path.join('images',img)).convert() self.image.convert_alpha() self.rect = self.image.get_rect() self.rect.y = yloc self.rect.x = xloc class Player(pygame.sprite.Sprite): ''' Spawn a player ''' def __init__(self): pygame.sprite.Sprite.__init__(self) self.movex = 0 self.movey = 0 self.frame = 0 self.health = 10 self.collide_delta = 0 self.jump_delta = 6 self.score = 1 self.images = [] for i in range(1,9): img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert() img.convert_alpha() img.set_colorkey(ALPHA) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() def jump(self,platform_list): self.jump_delta = 0 def gravity(self): self.movey += 3.2 # how fast player falls if self.rect.y > worldy and self.movey >= 0: self.movey = 0 self.rect.y = worldy-ty def control(self,x,y): ''' control player movement ''' self.movex += x self.movey += y def update(self): ''' Update sprite position ''' self.rect.x = self.rect.x + self.movex self.rect.y = self.rect.y + self.movey # moving left if self.movex < 0: self.frame += 1 if self.frame > ani*3: self.frame = 0 self.image = self.images[self.frame//ani] # moving right if self.movex > 0: self.frame += 1 if self.frame > ani*3: self.frame = 0 self.image = self.images[(self.frame//ani)+4] # collisions enemy_hit_list = pygame.sprite.spritecollide(self, enemy_list, False) for enemy in enemy_hit_list: self.health -= 1 #print(self.health) plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False) for p in plat_hit_list: self.collide_delta = 0 # stop jumping self.movey = 0 if self.rect.y > p.rect.y: self.rect.y = p.rect.y+ty else: self.rect.y = p.rect.y-ty ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False) for g in ground_hit_list: self.movey = 0 self.rect.y = worldy-ty-ty self.collide_delta = 0 # stop jumping if self.rect.y > g.rect.y: self.health -=1 print(self.health) if self.collide_delta < 6 and self.jump_delta < 6: self.jump_delta = 6*2 self.movey -= 33 # how high to jump self.collide_delta += 6 self.jump_delta += 6 class Enemy(pygame.sprite.Sprite): ''' Spawn an enemy ''' def __init__(self,x,y,img): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(os.path.join('images',img)) self.movey = 0 #self.image.convert_alpha() #self.image.set_colorkey(ALPHA) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.counter = 0 def move(self): ''' enemy movement ''' distance = 80 speed = 8 self.movey += 3.2 if self.counter >= 0 and self.counter <= distance: self.rect.x += speed elif self.counter >= distance and self.counter <= distance*2: self.rect.x -= speed else: self.counter = 0 self.counter += 1 if not self.rect.y >= worldy-ty-ty: self.rect.y += self.movey plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False) for p in plat_hit_list: self.movey = 0 if self.rect.y > p.rect.y: self.rect.y = p.rect.y+ty else: self.rect.y = p.rect.y-ty ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False) for g in ground_hit_list: self.rect.y = worldy-ty-ty class Level(): def bad(lvl,eloc): if lvl == 1: enemy = Enemy(eloc[0],eloc[1],'yeti.png') # spawn enemy enemy_list = pygame.sprite.Group() # create enemy group enemy_list.add(enemy) # add enemy to group if lvl == 2: print("Level " + str(lvl) ) return enemy_list def loot(lvl,lloc): print(lvl) def ground(lvl,gloc,tx,ty): ground_list = pygame.sprite.Group() i=0 if lvl == 1: while i < len(gloc): ground = Platform(gloc[i],worldy-ty,tx,ty,'ground.png') ground_list.add(ground) i=i+1 if lvl == 2: print("Level " + str(lvl) ) return ground_list def platform(lvl,tx,ty): plat_list = pygame.sprite.Group() ploc = [] i=0 if lvl == 1: ploc.append((0,worldy-ty-128,3)) ploc.append((300,worldy-ty-256,3)) ploc.append((500,worldy-ty-128,4)) while i < len(ploc): j=0 while j <= ploc[i][2]: plat = Platform((ploc[i][0]+(j*tx)),ploc[i][1],tx,ty,'ground.png') plat_list.add(plat) j=j+1 print('run' + str(i) + str(ploc[i])) i=i+1 if lvl == 2: print("Level " + str(lvl) ) return plat_list '''Setup'''worldx = 960worldy = 720 fps = 40 # frame rateani = 4 # animation cyclesclock = pygame.time.Clock()pygame.init()main = True BLUE = (25,25,200)BLACK = (23,23,23 )WHITE = (254,254,254)ALPHA = (0,255,0) world = pygame.display.set_mode([worldx,worldy])backdrop = pygame.image.load(os.path.join('images','stage.png')).convert()backdropbox = world.get_rect()player = Player() # spawn playerplayer.rect.x = 0player.rect.y = 0player_list = pygame.sprite.Group()player_list.add(player)steps = 10forwardx = 600backwardx = 230 eloc = []eloc = [200,20]gloc = []#gloc = [0,630,64,630,128,630,192,630,256,630,320,630,384,630]tx = 64 #tile sizety = 64 #tile size i=0while i <= (worldx/tx)+tx: gloc.append(i*tx) i=i+1 enemy_list = Level.bad( 1, eloc )ground_list = Level.ground( 1,gloc,tx,ty )plat_list = Level.platform( 1,tx,ty ) '''Main loop'''while main == True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit(); sys.exit() main = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT or event.key == ord('a'): print("LEFT") player.control(-steps,0) if event.key == pygame.K_RIGHT or event.key == ord('d'): print("RIGHT") player.control(steps,0) if event.key == pygame.K_UP or event.key == ord('w'): print('jump') if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT or event.key == ord('a'): player.control(steps,0) if event.key == pygame.K_RIGHT or event.key == ord('d'): player.control(-steps,0) if event.key == pygame.K_UP or event.key == ord('w'): player.jump(plat_list) if event.key == ord('q'): pygame.quit() sys.exit() main = False # scroll the world forward if player.rect.x >= forwardx: scroll = player.rect.x - forwardx player.rect.x = forwardx for p in plat_list: p.rect.x -= scroll for e in enemy_list: e.rect.x -= scroll # scroll the world backward if player.rect.x <= backwardx: scroll = backwardx - player.rect.x player.rect.x = backwardx for p in plat_list: p.rect.x += scroll for e in enemy_list: e.rect.x += scroll world.blit(backdrop, backdropbox) player.gravity() # check gravity player.update() player_list.draw(world) #refresh player position enemy_list.draw(world) # refresh enemies ground_list.draw(world) # refresh enemies plat_list.draw(world) # refresh platforms for e in enemy_list: e.move() pygame.display.flip() clock.tick(fps)
感谢各位的阅读,以上就是“怎么用Python实现游戏玩家能够向前和向后跑”的内容了,经过本文的学习后,相信大家对怎么用Python实现游戏玩家能够向前和向后跑这一问题有了更深刻的体会,具体使用情况还需要大家实践验证。这里是编程网,小编将为大家推送更多相关知识点的文章,欢迎关注!
--结束END--
本文标题: 怎么用Python实现游戏玩家能够向前和向后跑
本文链接: https://lsjlt.com/news/284229.html(转载时请注明来源链接)
有问题或投稿请发送至: 邮箱/279061341@qq.com QQ/279061341
2024-03-01
2024-03-01
2024-03-01
2024-02-29
2024-02-29
2024-02-29
2024-02-29
2024-02-29
2024-02-29
2024-02-29
回答
回答
回答
回答
回答
回答
回答
回答
回答
回答
0