1

我正在制作一个平台类型的游戏,但我遇到了两个问题。

  1. 我的 Sprite 被限制在窗口中心的一个小盒子里。我怎么做才能让他覆盖整个窗户?

  2. 当我移动旧精灵时,不会删除。看起来在精灵后面有一条尾巴。

对任何一个的帮助将不胜感激!

    import random, sys, copy, os, pygame, time, math
from pygame.locals import *


TILESIZE = 20
WINDOWWIDTH = 1280
WINDOWHEIGHT = 720
FPS = 30
floorx = (WINDOWHEIGHT - (TILESIZE))
floory = (WINDOWWIDTH / TILESIZE)
TileOffset = 20
tilesNeeded = (WINDOWWIDTH / TILESIZE)
floorSize = TILESIZE * 2
OUTSIDE_DECORATION_PCT = 20
HALF_WINDOWHEIGHT = (WINDOWHEIGHT / 2)
HALF_WINDOWWIDTH = (WINDOWWIDTH / 2)
CAMERASLACK = 25
MOVERATE = 9
BOUNCERATE = 6
BOUNCEHEIGHT = 30
INVULTIME = 2
GAMEOVERTIME  = 4
MAXHEALTH = 3
STARTSIZE = 30 

BLACK =         (  0,   0,   0)
WHITE =         (255, 255, 255)
LIGHTGRAY =     (174, 174, 174)
DARKGRAY =      ( 41,  41,  41)
MEDGRAY =       (101, 101, 101)
SKYBLUE =       (200, 210, 255)
DARKTURQUOISE = (  3,  54,  73)
GREEN =         (  0,  92,   7)
LIGHTGREEN =    (  0, 135,  15)
BGCOLOR = LIGHTGRAY
TEXTCOLOR = BLACK

UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'

def main():
    global FPSCLOCK, DISPLAYSURF, BASICFONT, TILESIZE, floorx, floory, floorCovered, tilesNeeded, OUTSIDEDECOMAPPING, L_Monster, R_Monster, BGIMAGE

    pygame.init()
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    FPSCLOCK = pygame.time.Clock()

    pygame.display.set_caption('Alpha One')
    # Set up the background image.
    boardImage = pygame.image.load('bg.png')
    # Use smoothscale() to stretch the board image to fit the entire board:
    boardImageRect = boardImage.get_rect()
    boardImageRect.topleft = (0, 0)
    BGIMAGE = pygame.image.load('bg.png')
    # Use smoothscale() to stretch the background image to fit the entire window:
    BGIMAGE = pygame.transform.smoothscale(BGIMAGE, (WINDOWWIDTH, WINDOWHEIGHT))
    BGIMAGE.blit(boardImage, boardImageRect)
    #Draw the background    
    DISPLAYSURF.blit(BGIMAGE, BGIMAGE.get_rect())
    #Draw the Floor
    drawFloor()

    L_Monster = pygame.image.load('monster.png')
    L_Monster = pygame.transform.scale(L_Monster, (1000, 600))
    R_Monster = pygame.transform.flip(L_Monster, True, False)


    pygame.display.flip()




    #Main Game Loop
    while True:
        runGame()


        #pygame.display.update()


def runGame():
    invulnerableMode = False
    invulnerableStartTime = 0
    gameOverMode = False
    gameOverStartTime = 0
    winMode = False

    camerax = 0
    cameray = 0



    playerObj = {'surface': pygame.transform.scale(L_Monster,(STARTSIZE, STARTSIZE)),
                 'facing': LEFT,
                 'size': STARTSIZE,
                 'x': HALF_WINDOWWIDTH,
                 'y': HALF_WINDOWHEIGHT,
                 'bounce':0,
                 'health': MAXHEALTH}

    moveLeft = False
    moveRight = False
    moveUp = False
    moveDown = False

    while True:
        DISPLAYSURF.blit(BGIMAGE, BGIMAGE.get_rect())
        drawFloor()
        #DISPLAYSURF.fill(WHITE)
        if invulnerableMode and time.time() - invulnerableStartTime > INVULNTIME:
            invulnerableMode = False


        playerCenterx = playerObj['x'] + int(playerObj['size'] / 2)
        playerCentery = playerObj['y'] + int(playerObj['size'] / 2)
        if (camerax + HALF_WINDOWWIDTH) - playerCenterx > CAMERASLACK:
            camerax = playerCenterx + CAMERASLACK - HALF_WINDOWWIDTH
        elif playerCenterx - (camerax +HALF_WINDOWWIDTH) > CAMERASLACK:
            camerax = playerCenterx - CAMERASLACK - HALF_WINDOWWIDTH
        if (cameray + HALF_WINDOWHEIGHT) - playerCentery > CAMERASLACK:
            cameray = playerCentery + CAMERASLACK - HALF_WINDOWHEIGHT
        elif playerCentery - (cameray +HALF_WINDOWHEIGHT) > CAMERASLACK:
            cameray = playerCentery - CAMERASLACK - HALF_WINDOWHEIGHT


        flashIsOn = round(time.time(), 1) * 10 % 2 == 1
        if not gameOverMode and not (invulnerableMode and flashIsOn):
            playerObj['rect'] = pygame.Rect((playerObj['x'] - camerax,
                                             playerObj['y'] - cameray - getBounceAmount(playerObj['bounce'], BOUNCERATE, BOUNCEHEIGHT),
                                             playerObj['size'],
                                             playerObj['size']))
            DISPLAYSURF.blit(playerObj['surface'], playerObj['rect'])

        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()

            elif event.type == KEYDOWN:
                if event.key in (K_UP, K_w):
                    moveDown = False
                    moveUp = True
                elif event.key in (K_DOWN, K_s):
                    moveUp = False
                    moveDown = True
                elif event.key in (K_LEFT, K_a):
                    moveRight = False
                    moveLeft = True
                    if playerObj['facing'] == RIGHT:
                        playerObj['surface'] = pygame.transform.scale(L_Monster, (playerObj['size'], playerObj['size']))
                    playerObj['facing'] == LEFT
                elif event.key in (K_RIGHT, K_d):
                    moveLeft = False
                    moveRight = True
                    if playerObj['facing'] == LEFT:
                        playerObj['surface'] = pygame.transform.scale(R_Monster, (playerObj['size'], playerObj['size']))
                    playerObj['facing'] = RIGHT
                elif winMode and event.key == K_r:
                    return
            elif event.type == KEYUP:
                if event.key in (K_LEFT, K_a):
                    moveLeft = False
                elif event.key in (K_RIGHT, K_d):
                    moveRight = False
                elif event.key in (K_UP, K_w):
                    moveUp = False
                elif event.key in (K_DOWN, K_s):
                    moveDown = False 

                elif event.key == K_ESCAPE:
                    terminate()

        if not gameOverMode:
            if moveLeft:
                playerObj['x'] -= MOVERATE
            if moveRight:
                playerObj['x'] += MOVERATE
            if moveUp:
                playerObj['y'] -= MOVERATE
            if moveDown:
                playerObj['y'] += MOVERATE
            if (moveLeft or moveRight or moveUp or moveDown) or playerObj['bounce'] != 0:
                playerObj['bounce'] += 1

            if playerObj['bounce'] > BOUNCERATE:
                playerObj['bounce'] = 0 

        else:
            # game is over, show "game over" text
            DISPLAYSURF.blit(gameOverSurf, gameOverRect)
            if time.time() - gameOverStartTime > GAMEOVERTIME:
                return

        if winMode:
            DISPLAYSURF.blit(winSurf, winRect)
            DISPLAYSURF.blit(winSurf2, winRect2)

        pygame.display.update()
        FPSCLOCK.tick(FPS)


def getBounceAmount(currentBounce, bounceRate, bounceHeight):

    return int(math.sin( (math.pi / float(bounceRate)) * currentBounce ) * bounceHeight)

def getRandomOffCameraPos(camerax, cameray, objWidth, objHeight):
    # create a Rect of the camera view
    cameraRect = pygame.Rect(camerax, cameray, WINDOWWIDTH, WINDOWHEIGHT)
    while True:
        x = random.randint(camerax - WINDOWWIDTH, camerax + (2 * WINDOWWIDTH))
        y = random.randint(cameray - WINDOWHEIGHT, cameray + (2 * WINDOWHEIGHT))
        # create a Rect object with the random coordinates and use colliderect()
        # to make sure the right edge isn't in the camera view.
        objRect = pygame.Rect(x, y, objWidth, objHeight)
        if not objRect.colliderect(cameraRect):
            return x, y

def isOutsideActiveArea(camerax, cameray, obj):

    boundsLeftEdge = camerax - WINDOWWIDTH
    boundsTopEdge = cameray - WINDOWHEIGHT
    boundsRect = pygame.Rect(boundsLeftEdge, boundsTopEdge, WINDOWWIDTH * 3, WINDOWHEIGHT * 3)
    objRect = pygame.Rect(obj['x'], obj['y'], obj['width'], obj['height'])
    return not boundsRect.colliderect(objRect)        

def checkForQuit():
    for event in pygame.event.get(QUIT): # get all the QUIT events
        terminate() # terminate if any QUIT events are present
    for event in pygame.event.get(KEYUP): # get all the KEYUP events
        if event.key == K_ESCAPE:
            terminate() # terminate if the KEYUP event was for the Esc key
        pygame.event.post(event)



def drawFloor():
    #Open the image used for tiles and initialize N
    floorTile = pygame.image.load('tile.png')
    N = 0

    while (N < tilesNeeded):  
        DISPLAYSURF.blit(floorTile,((20 * N, (floorx + (TILESIZE/4)) - TILESIZE)), )
        DISPLAYSURF.blit(floorTile,(20 * N, (floorx + (TILESIZE/4))))
        N = N + 1

    #Updates the display
    pygame.display.flip()

def checkCollide():
    FLOOR_SURF = pygame.Rect( 0, (WINDOWHEIGHT - (TILESIZE * 2)), WINDOWWIDTH, WINDOWHEIGHT)

def terminate():
    pygame.quit()
    sys.exit()

if __name__ == '__main__':
    main()
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1 回答 1

3

你得到你的精灵的“尾巴”的原因是因为你没有在开始绘制新帧之前清除屏幕。处理此问题的一种方法是在 runGame() 的开头输入类似以下内容:

DISPLAYSURF.fill(white)

这将通过用白色覆盖所有内容来“清除”表面。当您开始为该帧绘制图像时,它们将被绘制在一个空白的白色表面上。需要注意的是,您需要重绘屏幕上的每个精灵,而不仅仅是在最后一帧中移动的精灵。

对于第一个问题,如果您要问如何缩放图像的大小,您可以使用 pygame.transform 中的 scale 函数

L_monster = pygame.transform.scale(L_monster, (500, 500))

这通过将给定表面转换为元组给定的新大小来创建一个新表面。

http://www.pygame.org/docs/ref/transform.html#pygame.transform.scale

于 2013-04-12T04:41:53.563 回答