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pygame 精靈的行走及二段跳的實(shí)現(xiàn)方法(必看篇)

 更新時(shí)間:2017年07月10日 08:37:42   投稿:jingxian  
下面小編就為大家?guī)?lái)一篇pygame 精靈的行走及二段跳的實(shí)現(xiàn)方法(必看篇)。小編覺(jué)得挺不錯(cuò)的,現(xiàn)在就分享給大家,也給大家做個(gè)參考。一起跟隨小編過(guò)來(lái)看看吧

不得不承認(rèn)《Python游戲編程入門》這本書(shū)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(shū)

接下來(lái)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(lái)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(huà)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(shuō)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(shuō)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(shū)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。

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