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pygame 精靈的行走及二段跳實現方法

blank wid port rdquo mas dem nbsp turn 改變

不得不承認《Python遊戲編程入門》這本書翻譯、排版非常之爛,但是裏面的demo還是很好的,之前做了些改編放到這裏。

先是素材:

背景

技術分享

精靈

技術分享

所有素材均取自此書

接下來就是精靈類的創建了:

class MySprite(pygame.sprite.Sprite):
    def __init__(self, target):
        pygame.sprite.Sprite.__init__(self)
        self.master_image = None
        self.frame = 0
        self.old_frame 
= -1 self.frame_width = 1 self.frame_height = 1 self.first_frame = 0 self.last_frame = 0 self.columns = 1 self.last_time = 0 #  使用property方法,讓精靈類對坐標操作更方便 def _getx(self): return self.rect.x def _setx(self, value): self.rect.x
= value X = property(_getx, _setx) def _gety(self): return self.rect.y def _sety(self, value): self.rect.y = value Y = property(_gety, _sety) def _getpos(self): return self.rect.topleft def _setpos(self, pos): self.rect.topleft
= pos position = property(_getpos, _setpos)

  #  load方法中定義了圖片位置,長寬和幀的列數,由此來將素材切成一幀一幀
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) - 1 def update(self, current_time, rate=30): #  更新幀數 if current_time > self.last_time + rate: self.frame += 1 if self.frame > self.last_frame: self.frame = self.first_frame self.last_time = current_time #  當幀數發生改變時,創建新的圖片 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.frame

將精靈類“放置”到遊戲屏幕上,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()
# 創建精靈組
group = pygame.sprite.Group()


player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            sys.exit()
    #   設置幀數
    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 += 8
    if keys[K_LEFT]:
        if player.X > 0:
            player.X -= 8

然後實現跳躍及二段跳躍

這裏需要說下二段跳躍的註意點:

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,精靈的加速度重置

,這需要修改前面的代碼:

jump_vel = 0.0
#   設置一個記錄跳躍次數的變量
space_number = 0
#   跳躍判斷
player_jumping = False
player_start_y = player.Y

while 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 = -15.0
                    space_number += 1
                    player_jumping = True

    keys = pygame.key.get_pressed()
    if keys[K_ESCAPE]:
        sys.exit()
    if keys[K_RIGHT]:
        player.X += 8
    if keys[K_LEFT]:
        if player.X > 0:
            player.X -= 8
    #   設置幀數
    framerate.tick(30)
    ticks = pygame.time.get_ticks()

    #   當按下空格後,jump_vel變量不斷變大,直到接觸地面
    if player_jumping:
        player.Y += jump_vel
        jump_vel += 2
        #   落地後,重置跳躍速度和其他判斷變量
        if player.Y >= player_start_y:
                player_jumping = False
                player.Y = player_start_y
                jump_vel = 0
                space_number = 0
                #   創建背景
    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, pygame
from 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 = -1
        self.frame_width = 1
        self.frame_height = 1
        self.first_frame = 0
        self.last_frame = 0
        self.columns = 1
        self.last_time = 0

    #   使用property方法,讓精靈類對坐標操作更方便
    def _getx(self):
        return self.rect.x

    def _setx(self, value):
        self.rect.x = value

    X = property(_getx, _setx)

    def _gety(self):
        return self.rect.y

    def _sety(self, value):
        self.rect.y = value

    Y = property(_gety, _sety)

    def _getpos(self):
        return self.rect.topleft

    def _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) - 1


    def update(self, current_time, rate=30):
        #   更新幀數
        if current_time > self.last_time + rate:
            self.frame += 1
            if self.frame > self.last_frame:
                self.frame = self.first_frame
            self.last_time = current_time

        # 當幀數發生改變時,創建新的圖片
        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.frame

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()
# 創建精靈組
group = pygame.sprite.Group()


player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)


jump_vel = 0.0
#   設置一個記錄跳躍次數的變量
space_number = 0
#   跳躍判斷
player_jumping = False
player_start_y = player.Y

while 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 = -15.0
                    space_number += 1
                    player_jumping = True

    keys = pygame.key.get_pressed()
    if keys[K_ESCAPE]:
        sys.exit()
    if keys[K_RIGHT]:
        player.X += 8
    if keys[K_LEFT]:
        if player.X > 0:
            player.X -= 8
    #   設置幀數
    framerate.tick(30)
    ticks = pygame.time.get_ticks()

    #   當按下空格後,jump_vel變量不斷變大,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

    #   創建背景
    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。

pygame 精靈的行走及二段跳實現方法