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我正在使用 pygame 构建游戏,但我遇到了这个游戏的问题,我不知道如何让背景和平台在我的玩家精灵向右移动时缓慢向右滚动。

我希望滚动发生在def shift_world().

也许有人可以教我如何将图像添加到背景中。如果您可以使用我正在使用的库,那就太好了。我有三个文件:第一个用于游戏,第二个用于精灵,第三个用于设置。

 main.py:
 # Sarada's Blaze! - side scrolling platform shooting game

 import pygame as pg 
 import random 
 import os
 from settings import *
 from sprites import *

 class Game:
     def __init__(self):
        # initialize game window, etc
        pg.init()
        pg.mixer.init()
        self.screen = pg.display.set_mode((WIDTH, HEIGHT))
        pg.display.set_caption(TITLE)
        self.clock = pg.time.Clock()
        self.running = True
        self.font_name = pg.font.match_font(FONT_NAME)

     def new(self):
        # start a new game
        self.score = 0
        self.all_sprites = pg.sprite.Group()
        self.platforms = pg.sprite.Group()
        self.player = Player(self)
        self.all_sprites.add(self.player)
        for plat in PLATFORM_LIST:
            p = Platform(*plat)
            self.all_sprites.add(p)
            self.platforms.add(p)
        self.run()


     def run(self):
        # Game loop
        self.playing = True
        while self.playing:
            self.clock.tick(FPS)
            self.events()
            self.update()
            self.draw()

     def update(self):
        # Game Loop - Update
        self.all_sprites.update()
        self.platforms.update()
        # check if player hits a platform - only if falling
        if self.player.vel.y  0:
            hits = pg.sprite.spritecollide(self.player, self.platforms, False)
            if hits:
                self.player.pos.y = hits[0].rect.top
                self.player.vel.y = 0


     def events(self):
        # Game Loop - events
        for event in pg.event.get():
        # check for closing window
            if event.type == pg.QUIT:
                if self.playing:
                    self.playing = False
                self.running = False
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_UP:
                    self.player.jump()

     def draw(self):
        # Game Loop - draw
        self.screen.fill(bgcolor) # I want to change the background color to an image
        self.all_sprites.draw(self.screen)
        self.draw_text(str(self.score), 22, white, WIDTH / 2, 15)
        # after drawing everything, flip the display
        pg.display.flip()

     # How far the world has been scrolled right
     # This is where i want the side scroller stuff to happen
     def shift_world(self):
        # when the user moves left/right, i want to scroll everything
        self.world_shift += shift_x
        # i want all my platforms and the background to scroll when
        # my player sprite moves closer to the right
        for plat in PLATFORM_LIST:
            self.platform.rect.x += shift_x
        if self.pos.x = 500:
            diff = self.pos.x - 500
            self.pos.x = 500
            self.shift_world(- diff)
        if self.pos.x <= 120:
            diff = 120 - self.pos.x
            self.pos.x -= 120
            self.shift_world(diff)

     def show_start_screen(self):
        # game splash/start screen
        self.screen.fill(greenblue)
        self.draw_text(TITLE, 48, red, WIDTH / 2, HEIGHT / 4)
        self.draw_text("left arrow to move left, right arrow to move right, up arrow to jump",   22, blue, WIDTH / 2, HEIGHT / 2)
        self.draw_text("Press any key to begin", 22, green, WIDTH / 2, HEIGHT * 3 /4)
        pg.display.flip()
        self.wait_for_key()

     def show_go_screen(self):
        # game over/continue
        if not self.running:
            return
        self.screen.fill(greenblue)
        self.draw_text("Game Over!", 48, red, WIDTH / 2, HEIGHT / 4)
        self.draw_text("Score: " + str(self.score), 22, blue, WIDTH / 2, HEIGHT / 2)
        self.draw_text("Press any key to continue", 22, green, WIDTH / 2, HEIGHT * 3 /4)
        pg.display.flip()
        self.wait_for_key()

     def wait_for_key(self):
        waiting = True
        while waiting:
            self.clock.tick(FPS)
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    waiting = False
                    self.running = False
                if event.type == pg.KEYUP:
                    waiting = False

     def draw_text(self, text, size, color, x, y):
        font = pg.font.Font(self.font_name, size)
        text_surface = font.render(text, True, color)
        text_rect = text_surface.get_rect()
        text_rect.midtop = (x, y)
        self.screen.blit(text_surface, text_rect)

 g = Game()
 g.show_start_screen()
 while g.running:
      g.new()
      g.show_go_screen()

 pg.quit()

 sprites.py:
 # Sprite classes for platform shooting game
 import pygame as pg
 import random
 from settings import *
 import os
 vec = pg.math.Vector2

 game_folder = os.path.dirname(__file__)
 img_folder = os.path.join(game_folder, "img")

 class Player(pg.sprite.Sprite):
     def __init__(self, game):
         pg.sprite.Sprite.__init__(self)
         self.game = game
         self.image = pg.image.load(os.path.join(img_folder, "sarada_shooting.png")).convert()
         self.image.set_colorkey(black)
         self.rect = self.image.get_rect()
         self.rect.center = (WIDTH / 2, HEIGHT / 2)
         self.pos = vec(WIDTH / 2, HEIGHT / 2)
         self.vel =vec(0, 0)
         self.acc = vec(0, 0)

     def jump(self):
         # jump only if standing on a platform
         self.rect.x += 1
         hits = pg.sprite.spritecollide(self, self.game.platforms, False)
         self.rect.x -= 1
         if hits:
              self.vel.y = -PLAYER_JUMP


     def update(self):
         self.acc = vec(0, PLAYER_GRAV)
         keys = pg.key.get_pressed()
         if keys[pg.K_LEFT]:
             self.acc.x = -PLAYER_ACC
         if keys[pg.K_RIGHT]:
             self.acc.x = PLAYER_ACC


         # apply friction
         self.acc.x += self.vel.x * PLAYER_FRICTION
         # equations of motion
         self.vel += self.acc
         self.pos += self.vel + 0.5 * self.acc
         # wrap around the sides of the screen
         if self.pos.x  WIDTH:
             self.pos.x = 0
         if self.pos.x < 0:
             self.pos.x = WIDTH

         self.rect.midbottom = self.pos

     # i want the platform graphic changed
 class Platform(pg.sprite.Sprite):
     def __init__(self, x, y, w, h):
         pg.sprite.Sprite.__init__(self)
         self.image = pg.Surface((WIDTH, h))
         self.image.fill(greenblue)
         self.rect = self.image.get_rect()
         self.rect.x = x
         self.rect.y = y

 settings.py:
 # game options/settings
 TITLE = "Sarada's Blaze"
 WIDTH = 800
 HEIGHT = 600
 FPS = 60
 FONT_NAME = 'times new roman'

 # Player properties
 PLAYER_ACC = 0.5
 PLAYER_FRICTION = -0.20
 PLAYER_GRAV = 0.8
 PLAYER_JUMP = 20

 # starting platforms
 PLATFORM_LIST = [(0, HEIGHT - 40, WIDTH, 40)]

 # define colors
 white = (255, 255, 255)
 black = (0, 0, 0)
 red = (255, 0, 0) 
 green = (0, 255, 0)
 blue = (0, 0, 255)
 purple = (255, 0, 255) # ENEMY COLOR
 greenblue = (0, 155, 155)
 bgcolor = red
4

1 回答 1

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您需要遍历self.platforms列表并从每个精灵的 x 位置中减去玩家的vel.x位置才能移动它们。此外,为您的平台精灵提供位置的矢量属性,self.pos = vec(x, y)因为 s 的坐标pygame.Rect被截断并转换为整数,因此如果您的速度矢量由浮点数组成,则移动将不准确。

def update(self):
    # ...
    self.shift_world()

def shift_world(self):
    # Scroll when the player sprite moves closer to the right.
    if self.player.pos.x >= 500:
        self.player.pos.x = 500  # Stop at 500.
        self.shift_platforms()
    # Scroll when the player sprite moves closer to the left.
    if self.player.pos.x <= 120:
        self.player.pos.x = 120  # Stop at 120.
        self.shift_platforms()

def shift_platforms(self):
    for plat in self.platforms:  # Iterate over the platform sprites.
        plat.pos.x -= self.player.vel.x  # Update the platform's pos vector.
        plat.rect.x = plat.pos.x  # Update the rect.
    self.world_shift -= self.player.vel.x  # For the background.

至于背景表面,您也可以在方法中使用self.world_shift属性并减去。然后在该方法中对其进行两次 blit,并使用模运算符在正确的 x 位置对其进行 blit。self.player.vel.xshift_platformsdraw

我假设背景有屏幕的大小,应该重复。

# Load it once in the global scope.
BACKGROUND = pg.image.load(os.path.join(img_folder, "background.png")).convert()

def draw(self):
    x = self.world_shift
    self.screen.blit(BACKGROUND, (x % WIDTH, 0))
    self.screen.blit(BACKGROUND, (x % WIDTH - WIDTH - 1, 0))
于 2018-07-08T11:58:06.063 回答