[英]How do I make my background scroll as my Sprite moves left and right? Pygame
現在我的游戲是這樣工作的:我的精靈可以左右移動,跳躍和射擊火球(子彈)。 但是,一旦我的精靈越過背景表面的限制,它就會離開屏幕。 所以我想讓背景隨着我的精靈一起移動。 當我的玩家精靈向屏幕邊緣移動大約 50 像素時,背景也會移動。 如何使用 Pygame 創建這個? 我找到了相當多的資源,它們向您展示了如何做到這一點,但使用的是純色背景。 但是我的背景是我加載到游戲中的圖像,所以我想學習如何使用圖像作為背景。 一旦精靈接近兩邊的極限,如何讓它重復。 我將代碼分成 3 個不同的文件:Main.py、settings.py 和 Sprite1.py。 這是 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()
這是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
這是 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()
我願意接受任何建議。 預先感謝!
這是我將如何處理這個...
按照教程設置滾動背景,並確保您可以通過前后移動背景而不是播放器來使其正常工作(只需將播放器的 x 坐標凍結在中心並用左/右鍵移動背景。
在邊緣緩沖區的設置中添加一些常量(您希望玩家避免邊界的 x 增量數
獲得鍵輸入(左或右)后,設置條件語句。 為此,您必須訪問玩家的 x 坐標並將其與緩沖區進行比較。 好吧,實際上是 0+buffer 或 width-buffer,然后根據這些情況移動播放器或背景。 看看你能不能讓它工作。
然后,您會意識到,當您移動背景時,您正在移動其他一切的參考系,這意味着像火球這樣的東西,所以如果您向左或向右移動背景,您需要將這些更新應用到另一個對象也是如此,所以它看起來是正確的。
如果你卡住了,請對上面的代碼進行更新並在評論中回復我。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.