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468 lines
15 KiB
Markdown
468 lines
15 KiB
Markdown
[#]: collector: (lujun9972)
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[#]: translator: (robsean)
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[#]: reviewer: (wxy)
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[#]: publisher: (wxy)
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[#]: url: (https://linux.cn/article-11819-1.html)
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[#]: subject: (Enable your Python game player to run forward and backward)
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[#]: via: (https://opensource.com/article/19/12/python-platformer-game-run)
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[#]: author: (Seth Kenlon https://opensource.com/users/seth)
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使你的 Python 游戏玩家能够向前和向后跑
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======
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> 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。
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![](https://img.linux.net.cn/data/attachment/album/202001/25/220636x5mabbl47xvtsk55.jpg)
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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:
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* [通过构建一个简单的掷骰子游戏去学习怎么用 Python 编程][2]
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* [使用 Python 和 Pygame 模块构建一个游戏框架][3]
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* [如何在你的 Python 游戏中添加一个玩家][4]
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* [用 Pygame 使你的游戏角色移动起来][5]
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* [如何向你的 Python 游戏中添加一个敌人][6]
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* [在 Pygame 游戏中放置平台][12]
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* [在你的 Python 游戏中模拟引力][7]
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* [为你的 Python 平台类游戏添加跳跃功能][8]
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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。
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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"。
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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。
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### 在侧滚动条中放置卷轴
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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:
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```
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player_list.add(player)
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steps = 10
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forwardX = 600
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backwardX = 230
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```
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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:
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```
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# scroll the world forward
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if player.rect.x >= forwardx:
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scroll = player.rect.x - forwardx
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player.rect.x = forwardx
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for p in plat_list:
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p.rect.x -= scroll
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# scroll the world backward
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if player.rect.x <= backwardx:
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scroll = backwardx - player.rect.x
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player.rect.x = backwardx
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for p in plat_list:
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p.rect.x += scroll
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## scrolling code above
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world.blit(backdrop, backdropbox)
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player.gravity() # check gravity
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player.update()
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```
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启动你的游戏,并尝试它。
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![Scrolling the world in Pygame][11]
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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。
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### 敌人卷轴
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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。
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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:
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```
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# scroll the world forward
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if player.rect.x >= forwardx:
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scroll = player.rect.x - forwardx
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player.rect.x = forwardx
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for p in plat_list:
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p.rect.x -= scroll
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for e in enemy_list:
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e.rect.x -= scroll
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```
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来滚向另一个方向:
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```
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# scroll the world backward
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if player.rect.x <= backwardx:
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scroll = backwardx - player.rect.x
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player.rect.x = backwardx
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for p in plat_list:
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p.rect.x += scroll
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for e in enemy_list:
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e.rect.x += scroll
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```
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再次启动游戏,看看发生什么。
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这里是到目前为止你已经为这个 Python 平台所写所有的代码:
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```
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#!/usr/bin/env python3
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# draw a world
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# add a player and player control
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# add player movement
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# add enemy and basic collision
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# add platform
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# add gravity
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# add jumping
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# add scrolling
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# GNU All-Permissive License
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# Copying and distribution of this file, with or without modification,
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# are permitted in any medium without royalty provided the copyright
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# notice and this notice are preserved. This file is offered as-is,
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# without any warranty.
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import pygame
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import sys
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import os
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'''
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Objects
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'''
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class Platform(pygame.sprite.Sprite):
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# x location, y location, img width, img height, img file
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def __init__(self,xloc,yloc,imgw,imgh,img):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.image.load(os.path.join('images',img)).convert()
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self.image.convert_alpha()
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self.rect = self.image.get_rect()
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self.rect.y = yloc
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self.rect.x = xloc
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class Player(pygame.sprite.Sprite):
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'''
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Spawn a player
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'''
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.movex = 0
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self.movey = 0
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self.frame = 0
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self.health = 10
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self.collide_delta = 0
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self.jump_delta = 6
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self.score = 1
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self.images = []
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for i in range(1,9):
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img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
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img.convert_alpha()
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img.set_colorkey(ALPHA)
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self.images.append(img)
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self.image = self.images[0]
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self.rect = self.image.get_rect()
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def jump(self,platform_list):
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self.jump_delta = 0
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def gravity(self):
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self.movey += 3.2 # how fast player falls
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if self.rect.y > worldy and self.movey >= 0:
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self.movey = 0
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self.rect.y = worldy-ty
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def control(self,x,y):
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'''
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control player movement
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'''
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self.movex += x
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self.movey += y
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def update(self):
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'''
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Update sprite position
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'''
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self.rect.x = self.rect.x + self.movex
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self.rect.y = self.rect.y + self.movey
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# moving left
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if self.movex < 0:
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self.frame += 1
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if self.frame > ani*3:
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self.frame = 0
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self.image = self.images[self.frame//ani]
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# moving right
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if self.movex > 0:
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self.frame += 1
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if self.frame > ani*3:
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self.frame = 0
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self.image = self.images[(self.frame//ani)+4]
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# collisions
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enemy_hit_list = pygame.sprite.spritecollide(self, enemy_list, False)
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for enemy in enemy_hit_list:
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self.health -= 1
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#print(self.health)
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plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False)
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for p in plat_hit_list:
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self.collide_delta = 0 # stop jumping
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self.movey = 0
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if self.rect.y > p.rect.y:
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self.rect.y = p.rect.y+ty
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else:
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self.rect.y = p.rect.y-ty
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ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False)
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for g in ground_hit_list:
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self.movey = 0
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self.rect.y = worldy-ty-ty
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self.collide_delta = 0 # stop jumping
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if self.rect.y > g.rect.y:
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self.health -=1
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print(self.health)
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if self.collide_delta < 6 and self.jump_delta < 6:
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self.jump_delta = 6*2
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self.movey -= 33 # how high to jump
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self.collide_delta += 6
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self.jump_delta += 6
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class Enemy(pygame.sprite.Sprite):
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'''
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Spawn an enemy
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'''
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def __init__(self,x,y,img):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.image.load(os.path.join('images',img))
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self.movey = 0
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#self.image.convert_alpha()
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#self.image.set_colorkey(ALPHA)
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self.rect = self.image.get_rect()
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self.rect.x = x
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self.rect.y = y
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self.counter = 0
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def move(self):
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'''
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enemy movement
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'''
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distance = 80
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speed = 8
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self.movey += 3.2
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if self.counter >= 0 and self.counter <= distance:
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self.rect.x += speed
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elif self.counter >= distance and self.counter <= distance*2:
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self.rect.x -= speed
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else:
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self.counter = 0
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self.counter += 1
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if not self.rect.y >= worldy-ty-ty:
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self.rect.y += self.movey
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plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False)
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for p in plat_hit_list:
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self.movey = 0
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if self.rect.y > p.rect.y:
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self.rect.y = p.rect.y+ty
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else:
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self.rect.y = p.rect.y-ty
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ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False)
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for g in ground_hit_list:
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self.rect.y = worldy-ty-ty
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class Level():
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def bad(lvl,eloc):
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if lvl == 1:
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enemy = Enemy(eloc[0],eloc[1],'yeti.png') # spawn enemy
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enemy_list = pygame.sprite.Group() # create enemy group
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enemy_list.add(enemy) # add enemy to group
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if lvl == 2:
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print("Level " + str(lvl) )
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return enemy_list
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def loot(lvl,lloc):
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print(lvl)
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def ground(lvl,gloc,tx,ty):
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ground_list = pygame.sprite.Group()
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i=0
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if lvl == 1:
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while i < len(gloc):
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ground = Platform(gloc[i],worldy-ty,tx,ty,'ground.png')
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ground_list.add(ground)
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i=i+1
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if lvl == 2:
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print("Level " + str(lvl) )
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return ground_list
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def platform(lvl,tx,ty):
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plat_list = pygame.sprite.Group()
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ploc = []
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i=0
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if lvl == 1:
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ploc.append((0,worldy-ty-128,3))
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ploc.append((300,worldy-ty-256,3))
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ploc.append((500,worldy-ty-128,4))
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while i < len(ploc):
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j=0
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while j <= ploc[i][2]:
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plat = Platform((ploc[i][0]+(j*tx)),ploc[i][1],tx,ty,'ground.png')
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plat_list.add(plat)
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j=j+1
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print('run' + str(i) + str(ploc[i]))
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i=i+1
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if lvl == 2:
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print("Level " + str(lvl) )
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return plat_list
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'''
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Setup
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'''
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worldx = 960
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worldy = 720
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fps = 40 # frame rate
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ani = 4 # animation cycles
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clock = pygame.time.Clock()
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pygame.init()
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main = True
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BLUE = (25,25,200)
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BLACK = (23,23,23 )
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WHITE = (254,254,254)
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ALPHA = (0,255,0)
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world = pygame.display.set_mode([worldx,worldy])
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backdrop = pygame.image.load(os.path.join('images','stage.png')).convert()
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backdropbox = world.get_rect()
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player = Player() # spawn player
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player.rect.x = 0
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player.rect.y = 0
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player_list = pygame.sprite.Group()
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player_list.add(player)
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steps = 10
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forwardx = 600
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backwardx = 230
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eloc = []
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eloc = [200,20]
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gloc = []
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#gloc = [0,630,64,630,128,630,192,630,256,630,320,630,384,630]
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tx = 64 #tile size
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ty = 64 #tile size
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i=0
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while i <= (worldx/tx)+tx:
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gloc.append(i*tx)
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i=i+1
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enemy_list = Level.bad( 1, eloc )
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ground_list = Level.ground( 1,gloc,tx,ty )
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plat_list = Level.platform( 1,tx,ty )
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'''
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Main loop
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'''
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while main == True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit(); sys.exit()
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main = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT or event.key == ord('a'):
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print("LEFT")
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player.control(-steps,0)
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if event.key == pygame.K_RIGHT or event.key == ord('d'):
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print("RIGHT")
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player.control(steps,0)
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if event.key == pygame.K_UP or event.key == ord('w'):
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print('jump')
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT or event.key == ord('a'):
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player.control(steps,0)
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if event.key == pygame.K_RIGHT or event.key == ord('d'):
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player.control(-steps,0)
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if event.key == pygame.K_UP or event.key == ord('w'):
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player.jump(plat_list)
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if event.key == ord('q'):
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pygame.quit()
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sys.exit()
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main = False
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# scroll the world forward
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if player.rect.x >= forwardx:
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scroll = player.rect.x - forwardx
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player.rect.x = forwardx
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for p in plat_list:
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p.rect.x -= scroll
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for e in enemy_list:
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e.rect.x -= scroll
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# scroll the world backward
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if player.rect.x <= backwardx:
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scroll = backwardx - player.rect.x
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player.rect.x = backwardx
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for p in plat_list:
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p.rect.x += scroll
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for e in enemy_list:
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e.rect.x += scroll
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world.blit(backdrop, backdropbox)
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player.gravity() # check gravity
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player.update()
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player_list.draw(world) #refresh player position
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enemy_list.draw(world) # refresh enemies
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ground_list.draw(world) # refresh enemies
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plat_list.draw(world) # refresh platforms
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for e in enemy_list:
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e.move()
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pygame.display.flip()
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clock.tick(fps)
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```
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--------------------------------------------------------------------------------
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via: https://opensource.com/article/19/12/python-platformer-game-run
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作者:[Seth Kenlon][a]
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选题:[lujun9972][b]
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译者:[robsean](https://github.com/robsean)
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校对:[wxy](https://github.com/wxy)
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本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
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[a]: https://opensource.com/users/seth
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[b]: https://github.com/lujun9972
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[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)
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[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
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||
[9]: https://www.python.org/
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[10]: https://www.pygame.org/news
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[11]: https://opensource.com/sites/default/files/uploads/pygame-scroll.jpg (Scrolling the world in Pygame)
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[12]:https://linux.cn/article-10902-1.html
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