不得不承認《Python
遊戲編程入門》這本書翻譯、排版非常之爛,但是裡面的demo還是很好的,之前做了些改編放到這裡。
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建立了:
(self) self.master_image === -1= 1= 1=== 1============rect == (rect.width // width) * (rect.height // height) - 1 update(self, current_time, rate=30 current_time > self.last_time ++= 1 self.frame >== self.frame !== (self.frame % self.columns) *= (self.frame // self.columns) *=== self.frame
將精靈類“放置”到遊戲螢幕上,並加上背景
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()# 建立精靈組group = pygame.sprite.Group()player = MySprite(screen)player.load("caveman.png", 50, 64, 8)player.first_frame = 1player.last_frame = 7player.position = 400, 303group.add(player)while True:for event in pygame.event.get():if event.type == QUIT: sys.exit()# 設定幀數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:
keys = pygame.key.get_pressed()if keys[K_ESCAPE]: sys.exit()if keys[K_RIGHT]: player.X += 8if keys[K_LEFT]:if player.X > 0: player.X -= 8
然後實現跳躍及二段跳躍
這裡需要說下二段跳躍的注意點:
1.直到落地前,只能跳兩次,也就是說精靈進行二次跳躍後不能再跳了
2.按下空格後,精靈的加速度重設
,這需要修改前面的代碼:
jump_vel = 0.0# 設定一個記錄跳躍次數的變數space_number = 0# 跳躍判斷player_jumping = Falseplayer_start_y = player.Ywhile True:for event in pygame.event.get():if event.type == QUIT: sys.exit()if event.type == KEYDOWN:if event.key == K_SPACE:# 跳躍次數小於2次時,if space_number < 2: jump_vel = -15.0space_number += 1player_jumping = True keys = pygame.key.get_pressed()if keys[K_ESCAPE]: sys.exit()if keys[K_RIGHT]: player.X += 8if keys[K_LEFT]:if player.X > 0: player.X -= 8# 設定幀數framerate.tick(30) ticks = pygame.time.get_ticks()# 當按下空格後,jump_vel變數不斷變大,直到接觸地面if player_jumping: player.Y += jump_vel jump_vel += 2# 落地後,重設跳躍速度和其他判斷變數if player.Y >= player_start_y: player_jumping = False player.Y = player_start_y jump_vel = 0 space_number = 0# 建立背景 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, pygamefrom 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 = -1self.frame_width = 1self.frame_height = 1self.first_frame = 0 self.last_frame = 0 self.columns = 1self.last_time = 0# 使用property方法,讓精靈類對座標操作更方便def _getx(self):return self.rect.xdef _setx(self, value): self.rect.x = value X = property(_getx, _setx)def _gety(self):return self.rect.ydef _sety(self, value): self.rect.y = value Y = property(_gety, _sety)def _getpos(self):return self.rect.topleftdef _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) - 1def update(self, current_time, rate=30):# 更新幀數if current_time > self.last_time + rate: self.frame += 1if self.frame > self.last_frame: self.frame = self.first_frame self.last_time = current_time# 當幀數發生改變時,建立新的圖片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.framepygame.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()# 建立精靈組group = pygame.sprite.Group()player = MySprite(screen)player.load("caveman.png", 50, 64, 8)player.first_frame = 1player.last_frame = 7player.position = 400, 303group.add(player)jump_vel = 0.0# 設定一個記錄跳躍次數的變數space_number = 0# 跳躍判斷player_jumping = Falseplayer_start_y = player.Ywhile True:for event in pygame.event.get():if event.type == QUIT: sys.exit()if event.type == KEYDOWN:if event.key == K_SPACE:# 跳躍次數小於2次時,if space_number < 2: jump_vel = -15.0space_number += 1player_jumping = True keys = pygame.key.get_pressed()if keys[K_ESCAPE]: sys.exit()if keys[K_RIGHT]: player.X += 8if keys[K_LEFT]:if player.X > 0: player.X -= 8# 設定幀數framerate.tick(30) ticks = pygame.time.get_ticks()# 當按下空格後,jump_vel變數不斷變大,直到接觸地面if player_jumping: player.Y += jump_vel jump_vel += 2# 落地後if player.Y >= player_start_y: player_jumping = False player.Y = player_start_y jump_vel = 0 space_number = 0 rush_number = 0# 建立背景 screen.blit(bg, (0, 0))# 精靈組更新group.update(ticks, 50) group.draw(screen) pygame.display.update()
這樣,一個粗糙的、會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。其實像二段跳這類看上去容易,但實現其實還是需要思考一番的。