mirror of
https://github.com/LCTT/TranslateProject.git
synced 2024-12-29 21:41:00 +08:00
468 lines
15 KiB
Markdown
468 lines
15 KiB
Markdown
[#]: collector: (lujun9972)
|
||
[#]: translator: (robsean)
|
||
[#]: reviewer: (wxy)
|
||
[#]: publisher: (wxy)
|
||
[#]: url: (https://linux.cn/article-11819-1.html)
|
||
[#]: subject: (Enable your Python game player to run forward and backward)
|
||
[#]: via: (https://opensource.com/article/19/12/python-platformer-game-run)
|
||
[#]: author: (Seth Kenlon https://opensource.com/users/seth)
|
||
|
||
使你的 Python 游戏玩家能够向前和向后跑
|
||
======
|
||
> 使用 Pygame 模块来使你的 Python 平台开启侧滚效果,来让你的玩家自由奔跑。
|
||
|
||
![](https://img.linux.net.cn/data/attachment/album/202001/25/220636x5mabbl47xvtsk55.jpg)
|
||
|
||
这是仍在进行中的关于使用 Pygame 模块来在 Python 3 中在创建电脑游戏的第九部分。先前的文章是:
|
||
|
||
* [通过构建一个简单的掷骰子游戏去学习怎么用 Python 编程][2]
|
||
* [使用 Python 和 Pygame 模块构建一个游戏框架][3]
|
||
* [如何在你的 Python 游戏中添加一个玩家][4]
|
||
* [用 Pygame 使你的游戏角色移动起来][5]
|
||
* [如何向你的 Python 游戏中添加一个敌人][6]
|
||
* [在 Pygame 游戏中放置平台][12]
|
||
* [在你的 Python 游戏中模拟引力][7]
|
||
* [为你的 Python 平台类游戏添加跳跃功能][8]
|
||
|
||
在这一系列关于使用 [Pygame][10] 模块来在 [Python 3][9] 中创建电脑游戏的先前文章中,你已经设计了你的关卡设计布局,但是你的关卡的一些部分可能已近超出你的屏幕的可视区域。在平台类游戏中,这个问题的普遍解决方案是,像术语“<ruby>侧滚<rt>side-scroller</rt></ruby>”表明的一样,滚动。
|
||
|
||
滚动的关键是当玩家精灵接近屏的幕边缘时,使在玩家精灵周围的平台移动。这样给予一种错觉,屏幕是一个在游戏世界中穿梭追拍的"摄像机"。
|
||
|
||
这个滚动技巧需要两个在屏幕边缘的绝对区域,在绝对区域内的点处,在世界滚动期间,你的化身静止不动。
|
||
|
||
### 在侧滚动条中放置卷轴
|
||
|
||
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 = 10
|
||
forwardX = 600
|
||
backwardX = 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。
|
||
|
||
![Scrolling the world in Pygame][11]
|
||
|
||
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。
|
||
|
||
### 敌人卷轴
|
||
|
||
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 pygame
|
||
import sys
|
||
import 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 = 960
|
||
worldy = 720
|
||
|
||
fps = 40 # frame rate
|
||
ani = 4 # animation cycles
|
||
clock = 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 player
|
||
player.rect.x = 0
|
||
player.rect.y = 0
|
||
player_list = pygame.sprite.Group()
|
||
player_list.add(player)
|
||
steps = 10
|
||
forwardx = 600
|
||
backwardx = 230
|
||
|
||
eloc = []
|
||
eloc = [200,20]
|
||
gloc = []
|
||
#gloc = [0,630,64,630,128,630,192,630,256,630,320,630,384,630]
|
||
tx = 64 #tile size
|
||
ty = 64 #tile size
|
||
|
||
i=0
|
||
while 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)
|
||
```
|
||
|
||
--------------------------------------------------------------------------------
|
||
|
||
via: https://opensource.com/article/19/12/python-platformer-game-run
|
||
|
||
作者:[Seth Kenlon][a]
|
||
选题:[lujun9972][b]
|
||
译者:[robsean](https://github.com/robsean)
|
||
校对:[wxy](https://github.com/wxy)
|
||
|
||
本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
|
||
|
||
[a]: https://opensource.com/users/seth
|
||
[b]: https://github.com/lujun9972
|
||
[1]: https://opensource.com/sites/default/files/styles/image-full-size/public/lead-images/open_gaming_games_roundup_news.png?itok=KM0ViL0f (Gaming artifacts with joystick, GameBoy, paddle)
|
||
[2]: https://linux.cn/article-9071-1.html
|
||
[3]: https://linux.cn/article-10850-1.html
|
||
[4]: https://linux.cn/article-10858-1.html
|
||
[5]: https://linux.cn/article-10874-1.html
|
||
[6]: https://linux.cn/article-10883-1.html
|
||
[7]: https://linux.cn/article-11780-1.html
|
||
[8]: https://linux.cn/article-11790-1.html
|
||
[9]: https://www.python.org/
|
||
[10]: https://www.pygame.org/news
|
||
[11]: https://opensource.com/sites/default/files/uploads/pygame-scroll.jpg (Scrolling the world in Pygame)
|
||
[12]:https://linux.cn/article-10902-1.html
|