pygame制作游戏人物精灵的行走及二段跳实现方法


本文摘自php中文网,作者巴扎黑,侵删。

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:

1

2

(self)

       self.master_image === -1= 1= 1=== 1============rect == (rect.width // width) * (rect.height // height) - 1 update(self, current_time, rate=30 current_time > self.last_time ++= 1 self.frame >== self.frame !== (self.frame % self.columns) *= (self.frame // self.columns) *=== self.frame

将精灵类“放置”到游戏屏幕上,并加上背景

1

2

3

4

5

6

7

8

9

10

11

12

13

14

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:

1

2

3

4

keys = pygame.key.get_pressed()if keys[K_ESCAPE]:

        sys.exit()if keys[K_RIGHT]:

        player.X += 8if 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:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

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.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 = -15.0space_number += 1player_jumping = True

 

    keys = pygame.key.get_pressed()if keys[K_ESCAPE]:

        sys.exit()if keys[K_RIGHT]:

        player.X += 8if 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:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

46

47

48

49

50

51

52

53

54

55

56

57

58

59

60

61

62

63

64

65

66

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 = -1self.frame_width = 1self.frame_height = 1self.first_frame = 0

        self.last_frame = 0

        self.columns = 1self.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.xdef _setx(self, value):

        self.rect.x = value

 

    X = property(_getx, _setx)def _gety(self):return self.rect.ydef _sety(self, value):

        self.rect.y = value

 

    Y = property(_gety, _sety)def _getpos(self):return self.rect.topleftdef _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) - 1def update(self, current_time, rate=30):#   更新帧数if current_time > self.last_time + rate:

            self.frame += 1if 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 = 1player.last_frame = 7player.position = 400, 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 = False

player_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 = -15.0space_number += 1player_jumping = True

 

    keys = pygame.key.get_pressed()if keys[K_ESCAPE]:

        sys.exit()if keys[K_RIGHT]:

        player.X += 8if 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。

以上就是pygame制作游戏人物精灵的行走及二段跳实现方法的详细内容,更多文章请关注木庄网络博客!!

相关阅读 >>

Python基础流程控制的介绍(代码示例)

Python中可变对象和不可变对象的讲解

Python是什么意思?

Python常用类型转换实现

如何查看Python内置函数源码

Python中的函数是什么?如何定义与调用函数

django是什么?django中mvc和mvt模式的简单介绍(图文)

Python怎么分析数据

Python判断语句怎么写

Python简称是什么

更多相关阅读请进入《Python》频道 >>




打赏

取消

感谢您的支持,我会继续努力的!

扫码支持
扫码打赏,您说多少就多少

打开支付宝扫一扫,即可进行扫码打赏哦

分享从这里开始,精彩与您同在

评论

管理员已关闭评论功能...