pygame 精灵的行走及二段跳的实现方法(必看篇)

pygame 精灵的行走及二段跳的实现方法(必看篇),第1张

概述不得不承认《Python游戏编程入门》这本书翻译、排版非常之烂,但是里面的demo还是很好的,之前做了些改编放到这里。

不得不承认《Python游戏编程入门》这本书翻译、排版非常之烂,但是里面的demo还是很好的,之前做了些改编放到这里。

先是素材:

背景

精灵

所有素材均取自此书

接下来就是精灵类的创建了:

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,让精灵类对坐标 *** 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方法中定义了图片位置,长宽和帧的列数,由此来将素材切成一帧一帧  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,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):    #  更新帧数    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    #  当帧数发生改变时,创建新的图片    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

精灵类“放置”到游戏屏幕上,并加上背景

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()# 创建精灵组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()  #  设置帧数  framerate.tick(30)  ticks = pygame.time.get_ticks()

这样的话精灵就在画布上了,我们得让它能左右移动:

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

然后实现跳跃及二段跳跃

这里需要说下二段跳跃的注意点:

1.直到落地前,只能跳两次,也就是说精灵进行二次跳跃后不能再跳了

2.按下空格后,精灵的加速度重置

这需要修改前面的代码:

jump_vel = 0.0#  设置一个记录跳跃次数的变量space_number = 0#  跳跃判断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:        #  跳跃次数小于2次时,        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  #  设置帧数  framerate.tick(30)  ticks = pygame.time.get_ticks()  #  当按下空格后,jump_vel变量不断变大,直到接触地面  if player_jumPing:    player.Y += jump_vel    jump_vel += 2    #  落地后,重置跳跃速度和其他判断变量    if player.Y >= player_start_y:        player_jumPing = False        player.Y = player_start_y        jump_vel = 0        space_number = 0        #  创建背景  screen.blit(bg,(0,0))  # 精灵组更新  group.update(ticks,50)  group.draw(screen)  pygame.display.update()

所有代码:

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 = -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,让精灵类对坐标 *** 作更方便  def _getx(self):    return self.rect.x  def _setx(self,_setpos)  def load(self,height)    self.columns = columns    rect = self.master_image.get_rect()    self.last_frame = (rect.wIDth // wIDth) * (rect.height // height) - 1  def update(self,rate=30):    #   更新帧数    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    # 当帧数发生改变时,创建新的图片    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,self.frame_height)      self.image = self.master_image.subsurface(rect)      self.old_frame = self.framepygame.init()screen = pygame.display.set_mode((800,303group.add(player)jump_vel = 0.0#  设置一个记录跳跃次数的变量space_number = 0#  跳跃判断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:        #  跳跃次数小于2次时,        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  #  设置帧数  framerate.tick(30)  ticks = pygame.time.get_ticks()  #  当按下空格后,jump_vel变量不断变大,直到接触地面  if player_jumPing:    player.Y += jump_vel    jump_vel += 2    #  落地后    if player.Y >= player_start_y:        player_jumPing = False        player.Y = player_start_y        jump_vel = 0        space_number = 0        rush_number = 0  #  创建背景  screen.blit(bg,50)  group.draw(screen)  pygame.display.update()

这样,一个粗糙的、会二段跳的精灵就完成了。

很感谢这本书提供单次跳跃的思路,让我有思考二段跳的想法。其实像二段跳这类看上去容易,但实现其实还是需要思考一番的。

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