美文网首页大数据 爬虫Python AI Sqlpython入门基础学习
pygame 精灵的行走及二段跳实现方法

pygame 精灵的行走及二段跳实现方法

作者: 编程新视野 | 来源:发表于2019-01-08 13:46 被阅读1次

    在给大家分享之前,这里推荐下我自己建的python群:943752371,不管你是小白还是大牛,小编我都挺欢迎,不定期分享干货,包括2017最新的python企业案例学习资料和零基础入门教程,欢迎初学和进阶中的小伙伴。

    不得不承认《Python游戏编程入门》这本书翻译、排版非常之烂,但是里面的demo还是很好的,之前做了些改编放到这里。

    先是素材:

    背景

    精灵

    所有素材均取自此书

    接下来就是精灵类的创建了:

    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,让精灵类对坐标操作更方便

    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方法中定义了图片位置,长宽和帧的列数,由此来将素材切成一帧一帧

    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):

    #  更新帧数

    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

    #  当帧数发生改变时,创建新的图片

    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

    将精灵类“放置”到游戏屏幕上,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()

    # 创建精灵组

    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()

    # 设置帧数

    framerate.tick(30)

    ticks = pygame.time.get_ticks()

    这样的话精灵就在画布上了,我们得让它能左右移动:

    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

    然后实现跳跃及二段跳跃

    这里需要说下二段跳跃的注意点:

    1.直到落地前,只能跳两次,也就是说精灵进行二次跳跃后不能再跳了

    2.按下空格后,精灵的加速度重置

    ,这需要修改前面的代码:

    jump_vel = 0.0

    # 设置一个记录跳跃次数的变量

    space_number = 0

    # 跳跃判断

    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:

    # 跳跃次数小于2次时,

    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

    # 设置帧数

    framerate.tick(30)

    ticks = pygame.time.get_ticks()

    # 当按下空格后,jump_vel变量不断变大,直到接触地面

    if player_jumping:

    player.Y += jump_vel

    jump_vel += 2

    # 落地后,重置跳跃速度和其他判断变量

    if player.Y >= player_start_y:

    player_jumping = False

    player.Y = player_start_y

    jump_vel = 0

    space_number = 0

    # 创建背景

    screen.blit(bg, (0, 0))

    # 精灵组更新

    group.update(ticks, 50)

    group.draw(screen)

    pygame.display.update()

    所有代码:

    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,让精灵类对坐标操作更方便

    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):

    #   更新帧数

    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

    # 当帧数发生改变时,创建新的图片

    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()

    # 创建精灵组

    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

    # 设置一个记录跳跃次数的变量

    space_number = 0

    # 跳跃判断

    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:

    # 跳跃次数小于2次时,

    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

    # 设置帧数

    framerate.tick(30)

    ticks = pygame.time.get_ticks()

    # 当按下空格后,jump_vel变量不断变大,直到接触地面

    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

    # 创建背景

    screen.blit(bg, (0, 0))

    # 精灵组更新

    group.update(ticks, 50)

    group.draw(screen)

    pygame.display.update()

    这样,一个粗糙的、会二段跳的精灵就完成了。

    很感谢这本书提供单次跳跃的思路,让我有思考二段跳的想法。其实像二段跳这类看上去容易,但实现其实还是需要思考一番的。

    相关文章

      网友评论

        本文标题:pygame 精灵的行走及二段跳实现方法

        本文链接:https://www.haomeiwen.com/subject/jkivrqtx.html