pygame和游戏编程的新手,只是想知道如何在自上而下的汽车游戏中让相机跟随汽车(没什么花哨的(-想想Micro Machines!我正在使用Python 3.6,并且有一辆自行车旋转和移动。我在这里保持了较短的代码,但如果相机工作,我确实有一个静态图像供参考!
这是我所拥有的:
import pygame, math, sys, random
from pygame.locals import *
display_width = 1280
display_height = 800
# Sets size of screen
screen = pygame.display.set_mode((display_width, display_height))
# Initialises clock
clock = pygame.time.Clock()
# Colours
white = (255,255,255)
black = (0,0,0)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class VehicleSprite(Entity):
# Creates a vehicle class
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 2
ACCELERATION = 0.05
TURN_SPEED = 0.000000000001
def __init__(self, image, position):
Entity.__init__(self)
# Creates object instance off
pygame.sprite.Sprite.__init__(self)
self.src_image = pygame.image.load(image)
self.position = position
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, time):
# SIMULATION
self.speed += (self.k_up +self.k_down)
if self.speed > self.MAX_FORWARD_SPEED:
self.speed = self.MAX_FORWARD_SPEED
if self.speed < -self.MAX_REVERSE_SPEED:
self.speed = -self.MAX_REVERSE_SPEED
# Degrees sprite is facing (direction)
self.direction += (self.k_right + self.k_left)
x, y = self.position
rad = self.direction * math.pi / 180
x += -self.speed*math.sin(rad)
y += -self.speed*math.cos(rad)
self.position = (x, y)
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect()
self.rect.center = self.position
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
rect = screen.get_rect()
# Background
BackGround = Background('/home/pi/gametuts/images/backgrounds/bkg_img.png', [0, 0])
# Bike image load
bike = VehicleSprite('/home/pi/gametuts/images/BikePixelBig.png', rect.center)
bike_group = pygame.sprite.RenderPlain(bike)
# Ball image load
ball = VehicleSprite('/home/pi/gametuts/images/ironball.png', rect.center)
ball_group = pygame.sprite.RenderPlain(ball)
# Main game loop
def game_loop():
while 1:
#USER INPUT
# Sets frame rate
time = clock.tick(60)
for event in pygame.event.get():
if not hasattr(event, 'key'): continue
down = event.type == KEYDOWN
# Bike Input (Player 1)
if event.key == K_d: bike.k_right = down * -5
elif event.key == K_a: bike.k_left = down * 5
elif event.key == K_w: bike.k_up = down * 2
elif event.key == K_s: bike.k_down = down * -2
# Quit
elif event.key == K_ESCAPE: sys.exit(0)
#RENDERING
# Game background
screen.fill(white)
screen.blit(BackGround.image, BackGround.rect)
# Bike render
bike_group.update(time)
bike_group.draw(screen)
ball_group.update(time)
ball_group.draw(screen)
pygame.display.flip()
game_loop()
pygame.quit()
quit()
提前感谢!
实现摄像机的最简单方法是使用pygame.math.Vector2
作为摄像机,从每帧中减去玩家速度,然后在块传输期间将其添加到所有游戏元素的位置。
import pygame as pg
from pygame.math import Vector2
class Player(pg.sprite.Sprite):
def __init__(self, pos, walls, *groups):
super().__init__(*groups)
self.image = pg.Surface((30, 50))
self.image.fill(pg.Color('dodgerblue'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.walls = walls
self.camera = Vector2(0, 0)
def update(self):
self.camera -= self.vel # Change the camera pos if we're moving.
# Horizontal movement.
self.pos.x += self.vel.x
self.rect.centerx = self.pos.x
# Change the rect and self.pos coords if we touched a wall.
for wall in pg.sprite.spritecollide(self, self.walls, False):
if self.vel.x > 0:
self.rect.right = wall.rect.left
elif self.vel.x < 0:
self.rect.left = wall.rect.right
self.pos.x = self.rect.centerx
self.camera.x += self.vel.x # Also move the camera back.
# Vertical movement.
self.pos.y += self.vel.y
self.rect.centery = self.pos.y
for wall in pg.sprite.spritecollide(self, self.walls, False):
if self.vel.y > 0:
self.rect.bottom = wall.rect.top
elif self.vel.y < 0:
self.rect.top = wall.rect.bottom
self.pos.y = self.rect.centery
self.camera.y += self.vel.y
class Wall(pg.sprite.Sprite):
def __init__(self, x, y, w, h, *groups):
super().__init__(*groups)
self.image = pg.Surface((w, h))
self.image.fill(pg.Color('sienna2'))
self.rect = self.image.get_rect(topleft=(x, y))
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
walls = pg.sprite.Group()
for rect in ((100, 170, 90, 20), (200, 100, 20, 140),
(400, 60, 150, 100), (300, 470, 150, 100)):
walls.add(Wall(*rect))
all_sprites.add(walls)
player = Player((320, 240), walls, all_sprites)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_d:
player.vel.x = 5
elif event.key == pg.K_a:
player.vel.x = -5
elif event.key == pg.K_w:
player.vel.y = -5
elif event.key == pg.K_s:
player.vel.y = 5
elif event.type == pg.KEYUP:
if event.key == pg.K_d and player.vel.x > 0:
player.vel.x = 0
elif event.key == pg.K_a and player.vel.x < 0:
player.vel.x = 0
elif event.key == pg.K_w and player.vel.y < 0:
player.vel.y = 0
elif event.key == pg.K_s and player.vel.y > 0:
player.vel.y = 0
all_sprites.update()
screen.fill((30, 30, 30))
for sprite in all_sprites:
# Add the player's camera offset to the coords of all sprites.
screen.blit(sprite.image, sprite.rect.topleft+player.camera)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
编辑:这是使用相机的代码示例。我还尝试改进了一些东西,例如钳制速度值的max(min(...))
技巧。我不确定运动是否如你所愿,但你当然可以自己调整它。(我可能会对update
方法进行更多修改。
import math
import random
import pygame
pygame.init()
screen = pygame.display.set_mode((1280, 800))
rect = screen.get_rect()
clock = pygame.time.Clock()
WHITE = pygame.Color('white')
# Load images globally and reuse them in your program.
# Also use the `.convert()` or `.convert_alpha()` methods after
# loading the images to improve the performance.
VEHICLE1 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE1.fill((130, 180, 20))
VEHICLE2 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE2.fill((200, 120, 20))
BACKGROUND = pygame.Surface((1280, 800))
BACKGROUND.fill((30, 30, 30))
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class VehicleSprite(Entity):
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 2
ACCELERATION = 0.05
TURN_SPEED = 0.000000000001
def __init__(self, image, position):
Entity.__init__(self)
self.src_image = image
self.image = image
self.rect = self.image.get_rect(center=position)
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, time):
# SIMULATION
self.speed += self.k_up + self.k_down
# To clamp the speed.
self.speed = max(-self.MAX_REVERSE_SPEED,
min(self.speed, self.MAX_FORWARD_SPEED))
# Degrees sprite is facing (direction)
self.direction += (self.k_right + self.k_left)
rad = math.radians(self.direction)
self.velocity.x = -self.speed*math.sin(rad)
self.velocity.y = -self.speed*math.cos(rad)
self.position += self.velocity
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect(center=self.position)
class Background(pygame.sprite.Sprite):
def __init__(self, image, location):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=location)
def game_loop():
background = Background(BACKGROUND, [0, 0])
bike = VehicleSprite(VEHICLE1, rect.center)
ball = VehicleSprite(VEHICLE2, rect.center)
bike_group = pygame.sprite.Group(bike)
ball_group = pygame.sprite.Group(ball)
all_sprites = pygame.sprite.Group(bike_group, ball_group)
camera = pygame.math.Vector2(0, 0)
done = False
while not done:
time = clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
# Bike Input (Player 1)
if event.key == pygame.K_d:
bike.k_right = -5
elif event.key == pygame.K_a:
bike.k_left = 5
elif event.key == pygame.K_w:
bike.k_up = 2
elif event.key == pygame.K_s:
bike.k_down = -2
elif event.key == pygame.K_ESCAPE:
done = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_d:
bike.k_right = 0
elif event.key == pygame.K_a:
bike.k_left = 0
elif event.key == pygame.K_w:
bike.k_up = 0
elif event.key == pygame.K_s:
bike.k_down = 0
camera -= bike.velocity
all_sprites.update(time)
screen.fill(WHITE)
screen.blit(background.image, background.rect)
for sprite in all_sprites:
screen.blit(sprite.image, sprite.rect.topleft+camera)
pygame.display.flip()
game_loop()
pygame.quit()