如何让我的背景随着我的精灵左右移动而滚动?皮加梅



现在我的游戏是这样的:我的精灵可以向右或向左移动,跳跃和发射火球(子弹(。但是,一旦我的精灵超过背景表面的限制,它就会离开屏幕。所以我想让背景随着我的精灵一起移动。只要我的玩家精灵向屏幕边缘移动约 50 像素,背景也会移动。如何使用 Pygame 创建它?我找到了相当多的资源,向您展示如何做到这一点,但背景是纯色的。但是我的背景是我加载到游戏中的图像,所以我想学习如何使用图像作为背景。当精灵接近双方的极限时,如何让它重复。我将代码分成 3 个不同的文件:Main.py、settings.py 和 Sprite1.py。以下是 Main.py:

import pygame
import os
import sys
import time
from pygame import mixer
from Sprite1 import *
from settings import *
'''
Setup
'''
pygame.init()
clock = pygame.time.Clock()
pygame.mixer.music.load('.\sounds\Fairy.mp3')
pygame.mixer.music.play(-1, 0.0)
all_sprites = pygame.sprite.Group()
player = Player(all_sprites)
player.rect.x = 50
player.rect.y = 500


showStartScreen(surface)
'''
Main loop
'''
main = True
while main == True:
background = pygame.image.load(os.path.join('images', 'Bg.png'))
surface.blit(background, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
main = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(-steps,0)
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(steps,0)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(steps,0)
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(-steps,0)
keys = pygame.key.get_pressed()
if not(isJump):
if keys[pygame.K_UP]:
isJump = True
else:
if jumpCount >= -10:
player.rect.y -= (jumpCount * abs(jumpCount)) * 1
jumpCount -= 2
else:
jumpCount = 10
isJump = False
# dt = time since last tick in milliseconds.
dt = clock.tick(60) / 1000
all_sprites.update(dt)
player.update(dt)
all_sprites.draw(surface) #refresh player position
pygame.display.flip()

以下是 settings.py:

import pygame
isJump = False
jumpCount = 10
width = 960
height = 720
fps = 40        # frame rate
#ani = 4        # animation cycles
pygame.display.set_caption('B.S.G.')
surface = pygame.display.set_mode((width, height))
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
PLAYER_GRAV = 0.8
PLAYER_JUMP = 20
PLAYER_LAYER = 2
PLATFORM_LAYER = 1
steps = 10      # how fast to move

这是 Sprite1.py:

import pygame
import sys
import os
import time
from pygame import mixer
from pygame.locals import *
from settings import *
vec = pygame.math.Vector2
def showStartScreen(surface):
show = True
while (show == True):
background = pygame.image.load(os.path.join('images', 'Starting_scr.png'))
# rect = surface.get_rect()
surface.blit(background, (0,0))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
show = False
class Player(pygame.sprite.Sprite):
def __init__(self, all_sprites):
pygame.sprite.Sprite.__init__(self)
self.movex = 0
self.movey = 0
self.frame = 0
self.health = 10
self.jumping = False
self.images = []
self.imagesleft = []
self.imagesright = []
self.direction = "right"
self.alpha = (0,0,0)
self.ani = 4 # animation cycles
self.all_sprites = all_sprites
self.add(self.all_sprites)
self.bullet_timer = .1
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesright.append(img)
self.image = self.imagesright[0]
self.rect  = self.image.get_rect()
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img = pygame.transform.flip(img, True, False)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesleft.append(img)
self.image = self.imagesleft[0]
self.rect  = self.image.get_rect()
def control(self,x,y):
'''
control player movement
'''
self.movex += x
self.movey -= y
def update(self, dt):
'''
Update sprite position
'''
self.rect.x = self.rect.x + self.movex
self.rect.y = self.rect.y + self.movey
# moving left
if self.movex < 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesleft[self.frame//self.ani]
self.direction = "left"
# moving right
if self.movex > 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesright[self.frame//self.ani]
self.direction = "right"
#enemy_hit_list = pygame.sprite.spritecollide(self,enemy_list, False)
#for enemy in enemy_hit_list:
#self.health -= 1
#print(self.health)
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.bullet_timer -= dt  # Subtract the time since the last tick.
if self.bullet_timer <= 0:
self.bullet_timer = 100  # Bullet ready.
if keys:  # Left mouse button.
# Create a new bullet instance and add it to the groups.
if self.direction == "right":
Bullet([self.rect.x + self.image.get_width(), self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
else:
Bullet([self.rect.x, self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
self.bullet_timer = .1  # Reset the timer.

class Bullet(pygame.sprite.Sprite):
IMAGE = None
FLIPPED_IMAGE = None
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
# cache images
if not Bullet.IMAGE:
Bullet.IMAGE = pygame.image.load(os.path.join('images','fireball.png'))
Bullet.FLIPPED_IMAGE = pygame.transform.flip(Bullet.IMAGE, True, False)
if direction == "right":
self.vel = pygame.math.Vector2(750, 0)
self.image = Bullet.IMAGE
else:
self.vel = pygame.math.Vector2(-750, 0)
self.image = Bullet.FLIPPED_IMAGE
self.pos = pygame.math.Vector2(pos)
self.rect  = self.image.get_rect(center=pos)
def update(self, dt):
# Add the velocity to the position vector to move the sprite
self.pos += self.vel * dt
self.rect.center = self.pos  # Update the rect pos.
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.kill()

我愿意接受任何建议。事先谢谢!

以下是我如何处理这个问题...

  1. 像教程中一样设置滚动背景,并确保您可以通过来回移动背景而不是播放器来使其正常工作(只需将玩家的 X 坐标冻结在中心并使用左/右键移动背景。

  2. 在边缘缓冲区的设置中添加一些常量(您希望玩家通过以下方式避开边界的 x 增量数(

  3. 获得键输入(左或右(后,设置条件语句。 为此,您必须访问播放器的 x 坐标并将其与缓冲区进行比较。 好吧,要么是0+缓冲区,要么是宽度缓冲区,然后根据这些情况移动播放器或背景。 看看你是否能让它工作。

  4. 然后,您将意识到,当您移动背景时,您正在移动其他所有内容的参考框架,这意味着像火球这样的东西,所以如果你向左或向右移动背景,你也需要将这些更新应用于其他对象,以便它看起来正确。

如果您遇到困难,请对上面的代码进行更新并在评论中给我回消息。

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