首页 > 解决方案 > 当我的 Sprite 左右移动时,如何让我的背景滚动?游戏

问题描述

现在我的游戏是这样工作的:我的精灵可以左右移动,跳跃和射击火球(子弹)。但是,一旦我的精灵越过背景表面的限制,它就会离开屏幕。所以我想让背景随着我的精灵一起移动。当我的玩家精灵向屏幕边缘移动大约 50 像素时,背景也会移动。如何使用 Pygame 创建它?我找到了相当多的资源,它们向您展示了如何做到这一点,但使用的是纯色背景。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。一旦精灵接近两边的极限,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。这是 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()

这是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。预先感谢!

标签: pythonscrollpygamesprite

解决方案


这是我将如何处理这个...

  1. 按照教程设置滚动背景,并确保可以通过前后移动背景而不是播放器来使其正常工作(只需将播放器的 x 坐标冻结在中心并用左/右键移动背景。

  2. 在边缘缓冲区的设置中添加一些常量(您希望玩家避免边界的 x 增量数

  3. 获得键输入(左或右)后,设置条件语句。为此,您必须访问玩家的 x 坐标并将其与缓冲区进行比较。好吧,实际上是 0+buffer 或 width-buffer,然后根据这些情况移动播放器或背景。看看你能不能让它工作。

  4. 然后,您会意识到,当您移动背景时,您正在移动其他一切的参考系,这意味着像火球这样的东西,所以如果您向左或向右移动背景,您需要将这些更新应用到另一个对象也是如此,所以它看起来是正确的。

如果您卡住了,请对上面的代码进行更新并在评论中回复我。


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