码迷,mamicode.com
首页 > 其他好文 > 详细

pygame 精灵的行走及二段跳实现方法

时间:2017-07-10 01:17:14      阅读:364      评论:0      收藏:0      [点我收藏+]

标签:round   方法   key   改变   cal   oca   接下来   完成   img   

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

技术分享

精灵

技术分享

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, 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

 

 将精灵类“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 = 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()
    #   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 = 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, 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,让精灵类对坐标操作更方便
    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

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 = 1
player.last_frame = 7
player.position = 400, 303
group.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 = 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, (0, 0))

    # 精灵组更新
    group.update(ticks, 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。

 

pygame 精灵的行走及二段跳实现方法

标签:round   方法   key   改变   cal   oca   接下来   完成   img   

原文地址:http://www.cnblogs.com/is-ztx/p/7143771.html

(0)
(0)
   
举报
评论 一句话评论(0
登录后才能评论!
© 2014 mamicode.com 版权所有  联系我们:gaon5@hotmail.com
迷上了代码!