pygame 精靈的行走及二段跳的實(shí)現(xiàn)方法(必看篇)
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

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(duì)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(zhǎng)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(shí),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 = 1
player.last_frame = 7
player.position = 400, 303
group.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(dòng):
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(shí)現(xiàn)跳躍及二段跳躍
這里需要說下二段跳躍的注意點(diǎn):
1.直到落地前,只能跳兩次,也就是說精靈進(jìn)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(gè)記錄跳躍次數(shù)的變量
space_number = 0
# 跳躍判斷
player_jumping = False
player_start_y = player.Y
while 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(shí),
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, pygame
from 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(duì)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(shí),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
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 = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
jump_vel = 0.0
# 設(shè)置一個(gè)記錄跳躍次數(shù)的變量
space_number = 0
# 跳躍判斷
player_jumping = False
player_start_y = player.Y
while 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(shí),
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(gè)粗糙的、會(huì)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(shí)像二段跳這類看上去容易,但實(shí)現(xiàn)其實(shí)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(shí)現(xiàn)方法(必看篇)就是小編分享給大家的全部?jī)?nèi)容了,希望能給大家一個(gè)參考,也希望大家多多支持腳本之家。
相關(guān)文章
淺談Python編程中3個(gè)常用的數(shù)據(jù)結(jié)構(gòu)和算法
這篇文章主要介紹了淺談Python編程中3個(gè)常用的數(shù)據(jù)結(jié)構(gòu)和算法,小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,也給大家做個(gè)參考。一起跟隨小編過來看看吧2019-04-04
Python?SQLAlchemy建立模型基礎(chǔ)關(guān)系模式過程詳解
SQLAlchemy是Python編程語言下的一款開源軟件。提供了SQL工具包及對(duì)象關(guān)系映射(ORM)工具,使用MIT許可證發(fā)行。SQLAlchemy“采用簡(jiǎn)單的Python語言,為高效和高性能的數(shù)據(jù)庫(kù)訪問設(shè)計(jì),實(shí)現(xiàn)了完整的企業(yè)級(jí)持久模型”。SQL數(shù)據(jù)庫(kù)的量級(jí)和性能重要于對(duì)象集合2022-12-12
python優(yōu)化測(cè)試穩(wěn)定性的失敗重試工具pytest-rerunfailures詳解
筆者在執(zhí)行自動(dòng)化測(cè)試用例時(shí),會(huì)發(fā)現(xiàn)有時(shí)候用例失敗并非代碼問題,而是由于服務(wù)正在發(fā)版,導(dǎo)致請(qǐng)求失敗,從而降低了自動(dòng)化用例的穩(wěn)定性,那該如何增加失敗重試機(jī)制呢?帶著問題我們一起探索2023-10-10
使用OpenCV獲取圖片連通域數(shù)量,并用不同顏色標(biāo)記函
這篇文章主要介紹了使用OpenCV獲取圖片連通域數(shù)量,并用不同顏色標(biāo)記函,具有很好的參考價(jià)值,希望對(duì)大家有所幫助。一起跟隨小編過來看看吧2020-06-06
一個(gè)基于flask的web應(yīng)用誕生(1)
這篇文章主要為大家詳細(xì)介紹了基于flask的web應(yīng)用誕生,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2017-04-04

