如何旋转和移动播放器以及如何制作滚动地图



我正在用python编写一个2D游戏,其中包含pygame,random和math模块,我在代码方面遇到了一些问题。我一直在互联网上寻找帮助,但我无法找到我想要的帮助。我可以旋转我的球员,但他们会失去质量并变得模糊。另外,我需要某种方式 tom 按 w 或向上向前移动玩家面向的方向,然后按 s 或向下向后移动玩家面对的方向,我知道我必须使用三角函数和向量,但是如何?而且我的滚动地图不会根据两个玩家在显示屏内的平均 x 和 y 坐标来跟踪他们。只是为了让你知道我的僵尸是看不见的。这不是完整的代码,相关部分是播放器类、地图和相机函数、旋转函数以及调用这些函数的其他零碎部分:

import OpenGL
import panda3d
import pygame
import pyglet
import tkinter
import time
import random
import math
pygame.init()
display_width = 1250
display_height = 650
map_width = display_width*3
map_height = display_height*3
green = (0, 255, 0)
yellow = (255, 255, 0)
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
blue = (0, 0, 255)
person_height = 113
person_width = 171
person2_width = 171
person2_height = 113

gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Wert')
clock = pygame.time.Clock()
personImg = pygame.image.load('survivor-idle_shotgun_01.png').convert_alpha()
personImg2 = pygame.image.load('survivor-idle_shotgun_02.png').convert_alpha()
bulletImg = pygame.image.load('Untitled1.png').convert_alpha()
zombieImg = pygame.image.load('557a1e13af535e8351cb7056fde8589f.png').convert_alpha()
zombieImg1 = pygame.image.load('Untitled3.png').convert_alpha()
player_health = 100
player2_health = 100
x = display_width/2
y = display_height/2 - 56.5
ny = display_height/2 + 56.5
nx = display_width/2
#x = (0)
#y = (display_height * 0.37)
#ny = (display_height * 0.37)
#nx = (display_width * 0.87)
#thing_width = 100
#thing_height = 100


class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.original_image = personImg
        self.image = self.original_image
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.player_health = 100
        self.x_change = 0
        self.y_change = 0

    def update(self):
        self.x_change = 0
        self.y_change = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_w] and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width/2, player2.rect.y + person2_height) and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width/4, player2.rect.y + person2_height) and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width - 10, player2.rect.y + person2_height):
            self.y_change = -5
        if keystate[pygame.K_s] and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width/2, player2.rect.y) and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width/4, player2.rect.y) and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width - 10, player2.rect.y):
            self.y_change = 5
        #if keystate[pygame.K_d] and pygame.key.get_mods() and pygame.KMOD_LSHIFT and not pygame.Rect.collidepoint(self.rect, player2.rect.x, player2.rect.y + person2_height/2) and not pygame.Rect.collidepoint(self.rect, player2.rect.x, player2.rect.y + person2_height/4) and not pygame.Rect.collidepoint(self.rect, player2.rect.x, player2.rect.y + person2_height - 10):
            #self.x_change = 10
        #elif keystate[pygame.K_d] and not pygame.Rect.collidepoint(self.rect, player2.rect.x, player2.rect.y + person2_height/2) and not pygame.Rect.collidepoint(self.rect, player2.rect.x, player2.rect.y + person2_height/4) and not pygame.Rect.collidepoint(self.rect, player2.rect.x, player2.rect.y + person2_height - 10):
            #self.x_change = 5
        #if keystate[pygame.K_a] and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width, player2.rect.y + person2_height/2) and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width, player2.rect.y + person2_height/4) and not pygame.Rect.collidepoint(self.rect, player2.rect.x + person2_width, player2.rect.y + person2_height - 10):
            #self.x_change = -5
        self.rect.x += self.x_change
        self.rect.y +=self.y_change
        if self.rect.right > map_width:
            self.rect.right = map_width
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 50:
            self.rect.top = 50
        if self.rect.bottom > map_height:
            self.rect.bottom = map_height

    def shoot(self):
        bullet = Bullet1(self.rect.x, self.rect.y)
        all_sprites.add(bullet)
        bullets.add(bullet)



class Player2(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = personImg2
        self.rect = self.image.get_rect()
        self.rect.x = nx
        self.rect.y = ny
        self.player2_health = 100
        self.x_change1 = 0
        self.y_change1 = 0
    def update(self):
        self.x_change1 = 0
        self.y_change1 = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_UP] and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width/2, player.rect.y + person_height) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width/4, player.rect.y + person_height) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width - 10, player.rect.y + person_height):
            self.y_change1 = -5
        if keystate[pygame.K_DOWN] and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width/2, player.rect.y) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width/4, player.rect.y) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width - 10, player.rect.y):
            self.y_change1 = 5
        #if keystate[pygame.K_LEFT] and pygame.key.get_mods() and pygame.KMOD_RSHIFT and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width, player.rect.y + person_height/2) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width, player.rect.y + person_height/4) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width, player.rect.y + person_height - 10):
            #self.x_change1 = -10
        #elif keystate[pygame.K_LEFT] and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width, player.rect.y + person_height/2) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width, player.rect.y + person_height/4) and not pygame.Rect.collidepoint(self.rect, player.rect.x + person_width, player.rect.y + person_height - 10):
            #self.x_change1 = -5
        #if keystate[pygame.K_RIGHT] and not pygame.Rect.collidepoint(self.rect, player.rect.x, player.rect.y + person_height/2) and not pygame.Rect.collidepoint(self.rect, player.rect.x, player.rect.y + person_height/4) and not pygame.Rect.collidepoint(self.rect, player.rect.x, player.rect.y + person_height - 10):
            #self.x_change1 = 5
        self.rect.x += self.x_change1
        self.rect.y += self.y_change1
        if self.rect.right > map_width:
            self.rect.right = map_width
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 50:
            self.rect.top = 50
        if self.rect.bottom > map_height:
            self.rect.bottom = map_height
    def shoot(self):
        bullet = Bullet(self.rect.x, self.rect.y)
        all_sprites.add(bullet)
        bullets1.add(bullet)
class Zombie(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = zombieImg
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(420, 830)
        self.rect.y = random.randrange(0, display_height)
        self.x_change2 = 0
        self.y_change2 = 0
    def update(self):
        self.x_change2 = 0
        self.y_change2 = 0
        self.rect.x += self.x_change2
        self.rect.y += self.y_change2
        if self.rect.right > display_width:
            self.rect.right = display_width
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 50:
            self.rect.top = 50
        if self.rect.bottom > display_height:
            self.rect.bottom = display_height
    def move_towards_player(self, player):
        dx, dy = self.rect.x - player.rect.x, self.rect.y - player.rect.y
        dist = math.hypot(dx, dy)
        dx, dy = dx / dist, dy / dist
        self.rect.x += dx * -1.1
        self.rect.y += dy * -1.1
class Zombie1(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = zombieImg
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(420, 830)
        self.rect.y = random.randrange(0, display_height)
        self.x_change2 = 0
        self.y_change2 = 0
    def update(self):
        self.x_change2 = 0
        self.y_change2 = 0
        self.rect.x += self.x_change2
        self.rect.y += self.y_change2
        if self.rect.right > display_width:
            self.rect.right = display_width
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 50:
            self.rect.top = 50
        if self.rect.bottom > display_height:
            self.rect.bottom = display_height
    def move_towards_player(self, player):
        dx, dy = self.rect.x - player.rect.x, self.rect.y - player.rect.y
        dist = math.hypot(dx, dy)
        dx, dy = dx / dist, dy / dist
        self.rect.x += dx * -1.1
        self.rect.y += dy * -1.1
class Zombie2(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = zombieImg1
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(420, 830)
        self.rect.y = random.randrange(0, display_height)
        self.x_change2 = 0
        self.y_change2 = 0
    def update(self):
        self.x_change2 = 0
        self.y_change2 = 0
        self.rect.x += self.x_change2
        self.rect.y += self.y_change2
        if self.rect.right > display_width:
            self.rect.right = display_width
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 50:
            self.rect.top = 50
        if self.rect.bottom > display_height:
            self.rect.bottom = display_height
    def move_towards_player2(self, player2):
        dx, dy = self.rect.x - player2.rect.x, self.rect.y - player2.rect.y
        dist = math.hypot(dx, dy)
        dx, dy = dx / dist, dy / dist
        self.rect.x += dx * -1.1
        self.rect.y += dy * -1.1
class Zombie3(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = zombieImg1
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(420, 830)
        self.rect.y = random.randrange(0, display_height)
        self.x_change2 = 0
        self.y_change2 = 0
    def update(self):
        self.x_change2 = 0
        self.y_change2 = 0
        self.rect.x += self.x_change2
        self.rect.y += self.y_change2
        if self.rect.right > display_width:
            self.rect.right = display_width
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 50:
            self.rect.top = 50
        if self.rect.bottom > display_height:
            self.rect.bottom = display_height
    def move_towards_player2(self, player2):
        dx, dy = self.rect.x - player2.rect.x, self.rect.y - player2.rect.y
        dist = math.hypot(dx, dy)
        dx, dy = dx / dist, dy / dist
        self.rect.x += dx * -1.1
        self.rect.y += dy * -1.1
all_sprites = pygame.sprite.Group()
player = Player()
player2 = Player2()
bullets = pygame.sprite.Group()
bullets1 = pygame.sprite.Group()
zombie = Zombie()
all_sprites.add(zombie)
zombie1 = Zombie1()
all_sprites.add(zombie1)
zombie2 = Zombie2()
all_sprites.add(zombie2)
zombie3 = Zombie3()
all_sprites.add(zombie3)
class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 10))
        self.mask = pygame.mask.from_surface(gameDisplay)
        self.image.fill(black)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.x_change = -10

    def update(self):
        self.rect.x += self.x_change
        if self.rect.left > display_width:
            self.kill()
        if self.rect.right < 0:
            self.kill()
class Bullet1(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((20, 10))
        self.mask = pygame.mask.from_surface(gameDisplay)
        self.image.fill(black)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.x_change1 = 10
    def update(self):
        self.rect.x += self.x_change1
        if self.rect.left > display_width:
            self.kill()
        if self.rect.right < 0:
            self.kill()
class Map(pygame.sprite.Sprite):
    def __init__(self, map_width, map_height):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((map_width, map_height))
        self.rect = pygame.Rect(0, 0, map_width, map_height)
        self.image.fill(white)
        self.width = map_width
        self.height = map_height
class Camera(pygame.sprite.Sprite):
    def __init__(self, display_height, display_width):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((display_width, display_height))
        self.camera = pygame.Rect(0, 0, display_width, display_height)
        self.rect = pygame.Rect(0, 0, display_width, display_height)
        self.rect.x = x
        self.rect.y = y
        self.image.fill(white)
        self.width = display_width
        self.height = display_height
    def apply(self, entity):
        return entity.rect.move(self.camera.topleft)
    def update(self):
        x = (-player.rect.x + -player2.rect.x)/2 + int(display_width/2)
        y = (-player.rect.y + -player2.rect.y)/2 + int(display_height/2)
        self.camera = pygame.Rect(x, y, self.width, self.height)

bullets = pygame.sprite.Group()
players1 = pygame.sprite.Group()
players2 = pygame.sprite.Group()
bullet1 = Bullet1(x, y)
players1.add(player)
players2.add(player2)
map = Map(map_width, map_height)
camera = Camera(display_height, display_width)
all_sprites.add(map)
all_sprites.add(camera)
bullet = Bullet(x, y)
all_sprites.add(player)
all_sprites.add(player2)
zombies = pygame.sprite.Group()
zombies1 = pygame.sprite.Group()
zombies2 = pygame.sprite.Group()
zombies3 = pygame.sprite.Group()
zombies.add(zombie)
zombies1.add(zombie1)
zombies2.add(zombie2)
zombies3.add(zombie3)

def person(x, y):
    gameDisplay.blit(personImg, (x, y))

def person2(nx,ny):
    gameDisplay.blit(personImg2, (nx, ny))

#def boundary():
    #if x > thing_startx and x < thing_startx + thing_width or x + person_width > thing_startx and x + person_width < thing_startx + thing_width:
    #if x > display_width - person_width or x < 0:
def button(msg,x,y,w,h,ic,ac,action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    if x+w > mouse[0] > x and y+h > mouse[1] > y:
        pygame.draw.rect(gameDisplay, ac,(x,y,w,h))
        if click[0] == 1 and action != None:
            action()
    else:
        pygame.draw.rect(gameDisplay, ic,(x,y,w,h))
    smallText = pygame.font.SysFont("timesnewromanms",20)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ( (x+(w/2)), (y+(h/2)) )
    gameDisplay.blit(textSurf, textRect)
def died():
    GameOver = True
    while GameOver:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
        gameDisplay.fill(white)
        redrawgame()
        largeText = pygame.font.SysFont("timesnewromanms", 115)
        TextSurf, TextRect = text_objects("Player 2 wins", largeText)
        TextRect.center = ((display_width / 2), (display_height / 2))
        gameDisplay.blit(TextSurf, TextRect)
        button("Play Again", 500, 400, 100, 50, blue, blue, game_loop)
        button("Quit", 700, 400, 100, 50, red, red, quitgame)
        pygame.display.update()
        clock.tick(15)
def died1():

    GameOver = True
    while GameOver:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
        gameDisplay.fill(white)
        redrawgame()
        largeText = pygame.font.SysFont("timesnewromanms", 115)
        TextSurf, TextRect = text_objects("Player 1 wins", largeText)
        TextRect.center = ((display_width / 2), (display_height / 2))
        gameDisplay.blit(TextSurf, TextRect)
        button("Play Again", 500, 400, 100, 50, blue, blue, game_loop)
        button("Quit", 700, 400, 100, 50, red, red, quitgame)
        pygame.display.update()
        clock.tick(15)
def rotate():
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_a]:
                angle = 5
                orig_rect = player.image.get_rect()
                player.image = pygame.transform.rotate(player.image, angle)
                rot_rect = orig_rect.copy()
                rot_rect.center = player.image.get_rect().center
                player.image = player.image.subsurface(rot_rect).copy()
                return player.image
        elif keystate[pygame.K_d]:
                angle = -5
                orig_rect = player.image.get_rect()
                player.image = pygame.transform.rotate(player.image, angle)
                rot_rect = orig_rect.copy()
                rot_rect.center = player.image.get_rect().center
                player.image = player.image.subsurface(rot_rect).copy()
                return player.image
        if keystate[pygame.K_LEFT]:
                angle = 5
                orig_rect = player2.image.get_rect()
                player2.image = pygame.transform.rotate(player2.image, angle)
                rot_rect = orig_rect.copy()
                rot_rect.center = player2.image.get_rect().center
                player2.image = player2.image.subsurface(rot_rect).copy()
                return player2.image
        elif keystate[pygame.K_RIGHT]:
                angle = -5
                orig_rect = player2.image.get_rect()
                player2.image = pygame.transform.rotate(player2.image, angle)
                rot_rect = orig_rect.copy()
                rot_rect.center = player2.image.get_rect().center
                player2.image = player2.image.subsurface(rot_rect).copy()
                return player2.image

当位图旋转时,除非它旋转到 90 度(或多个)角度,否则会丢失一些质量。

旋转

代码采用当前播放器位图并一遍又一遍地旋转它。 每次旋转都会降低一些质量。

更好的

方法是跟踪旋转总数,然后在单个操作中旋转位图的原始副本。

例如,rotate()函数以 5 度间隔运行。

def newRotate():
    player.modifyRotation(5)
    player.image = player.original_image.copy()
    player.image = pygame.transform.rotate( player.image, player.getRotation() )
    ...

其中modifyRotation()可能是这样的:

class Player(pygame.sprite.Sprite):
    def __init__(self):
        self.original_image = personImg2
        self.image = self.original_image.copy()
        self.rect = self.image.get_rect()
        self.angle = 0
        ...
    def modifyRotation(self, degrees):
        self.angle += degrees
    def getRotation(self):
        return self.angle

OP 的代码混合了对 ePlayer 类成员变量的访问和更改。 如果 Player 类有自己的 rotate() 函数在内部处理所有这些操作,也许会更好。

当然,另一种方法是在开始时预先旋转所有播放器位图,假设一组恒定的 5 度增量。 我希望这也会更有效率。 位图旋转的计算成本很高。

最新更新