使用下面的代码,实现游戏状态以控制关卡的最简单和最简单的方法是什么?如果我想从标题屏幕开始然后加载一个级别,并在完成后进入下一个级别?如果有人可以解释处理此问题的最简单方法,那就太好了!
import pygame
from pygame import *
WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30
def main():
global level
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
timer = pygame.time.Clock()
level = 0
bg = Surface((32,32))
bg.convert()
bg.fill(Color("#0094FF"))
up = left = right = False
entities = pygame.sprite.Group()
player = Player(32, 32)
enemy = Enemy(32,32)
platforms = []
x = 0
y = 0
if level == 0:
level = [
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" E ",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPPP PPPPPPPPPPPPPPPP",
" PPPPPPPPPPPPPPPP",
" PPPP P",
" PPPP P",
" PPPP PPPPPPP",
" PPPPPPPPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
" PPPP PPPPPPP",
"PPPPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPP PPPPPPP",
"PPP PPPPP PPPP PPPPPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",
"PPPPPPPPPPPPPPP PPPPPPPPPPPPPPPPPP",]
#background = pygame.image.load("Untitled.png")
total_level_width = len(level[0]) * 32
total_level_height = len(level) * 32
# build the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y)
platforms.append(p)
entities.add(p)
if col == "E":
e = ExitBlock(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
camera = Camera(complex_camera, total_level_width, total_level_height)
entities.add(player)
entities.add(enemy)
while 1:
timer.tick(60)
for e in pygame.event.get():
if e.type == QUIT: raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_ESCAPE:
raise SystemExit, "ESCAPE"
if e.type == KEYDOWN and e.key == K_UP:
up = True
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
if e.type == KEYUP and e.key == K_UP:
up = False
if e.type == KEYUP and e.key == K_LEFT:
left = False
if e.type == KEYUP and e.key == K_RIGHT:
right = False
# draw background
for y in range(20):
for x in range(25):
screen.blit(bg, (x * 32, y * 32))
# draw background
#screen.blit(background, camera.apply((0,0)))
#draw entities
for e in entities:
screen.blit(e.image, camera.apply(e))
# update player, update camera, and refresh
player.update(up, left, right, platforms)
enemy.update(platforms)
camera.update(player)
pygame.display.flip()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
try:
return target.rect.move(self.state.topleft)
except AttributeError:
return map(sum, zip(target, self.state.topleft))
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h
l = min(0, l) # stop scrolling left
l = max(-(camera.width - WIN_WIDTH), l) # stop scrolling right
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom
return Rect(l, t, w, h)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = Surface((32,32))
self.image.fill(Color("#0000FF"))
self.image.convert()
self.rect = Rect(200, 1200, 32, 32)
def update(self, up, left, right, platforms):
if self.rect.top > 1440 or self.rect.top < 0:
main()
if self.rect.left > 1408 or self.rect.right < 0:
main()
if up:
if self.onGround:
self.yvel = 0
self.yvel -= 10 # only jump if on the ground
if left:
self.xvel = -10
if right:
self.xvel = 10
if not self.onGround:
self.yvel += 0.3 # only accelerate with gravity if in the air
if self.yvel > 80: self.yvel = 80 # max falling speed
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel # increment in x direction
self.collide(self.xvel, 0, platforms) # do x-axis collisions
self.rect.top += self.yvel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yvel, platforms) # do y-axis collisions
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0: self.rect.right = p.rect.left
if xvel < 0: self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yvel < 0:
self.rect.top = p.rect.bottom
class Enemy(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.yVel = 0
self.xVel = 0
self.image = Surface((32,32))
self.image.fill(Color("#00FF00"))
self.image.convert()
self.rect = Rect(300, 1200, 32, 32)
self.onGround = False
self.right_dis = False
def update(self, platforms):
if not self.onGround:
self.yVel += 0.3
if self.rect.left == 96:
self.right_dis = False
if self.rect.right == 480:
self.right_dis = True
if not self.right_dis:
self.xVel = 2
if self.right_dis:
self.xVel = -2
self.rect.left += self.xVel # increment in x direction
self.collide(self.xVel, 0, platforms) # do x-axis collisions
self.rect.top += self.yVel # increment in y direction
self.onGround = False; # assuming we're in the air
self.collide(0, self.yVel, platforms) # do y-axis collisions
def collide(self, xVel, yVel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if xVel > 0: self.rect.right = p.rect.left
if xVel < 0: self.rect.left = p.rect.right
if yVel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
if yVel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
#self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
self.image = Surface((32,32)) #makes blocks visible for building levels
self.image.convert()
self.rect = Rect(x, y, 32, 32)
def update(self):
pass
class ExitBlock(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image = pygame.image.load("end.png")
if __name__ == "__main__":
main()