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现在主角Bill能够站立在游戏地图的地面,是因为我们初始化的时候把Bill的位置固定了self.rect.y = 250。而不是真正的站在地图的地面上。
背景地图是一个完整的地图,没有地面、台阶的概念,就无法通过碰撞检测来实现玩家角色在各台阶地面上的移动跳跃,可以考虑在PS中把地面、台阶给提取出来,让角色可以通过碰撞检测来实现,但这需要重新PS中修改地图,并在代码中加载好多个图片。
这里采用的是在所有地面、台阶的位置画一条线,暂时就叫地面碰撞体吧。然后实现主角Bill和这些地面碰撞体发生碰撞,从而让主角Bill能够站在这个碰撞体上面。
在ContraMap.py中增加CollideGround类:
- class CollideGround(pygame.sprite.Sprite):
- def __init__(self, length, x, y):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.Surface((length * Constant.MAP_SCALE, 3))
- self.image.fill((255, 0, 0))
- self.rect = self.image.get_rect()
- self.rect.x = x * Constant.MAP_SCALE - Constant.WIDTH * 2
- self.rect.y = y * Constant.MAP_SCALE
这个类很简单,就是一个3像素高的红色矩形。因为地图放大了3倍,同时我们在主角出现,也就是地图走到- Constant.WIDTH * 2的时候再把碰撞体画出来,把这些因素考虑进去,可以使在PS中测量碰撞体长度、坐标位置更方便一点。
在Config.py中增加一些存放碰撞体的组,测量可以在PS或其它画图软件中进行:
- collider = pygame.sprite.Group()
- collider83 = pygame.sprite.Group()
- collider115 = pygame.sprite.Group()
- collider146 = pygame.sprite.Group()
- collider163 = pygame.sprite.Group()
- collider178 = pygame.sprite.Group()
- collider211 = pygame.sprite.Group()
- collider231 = pygame.sprite.Group()
这里先测量并定义出前面的部分,其实有collider一个组就行,这里按照y坐标的位置分了很多组只是为了测量、加载的时候更清晰一点,不容易乱,最后统一加入collider组。
- Variable.collider115.add(
- CollideGround(736, 832, 115)
- )
-
- Variable.collider146.add(
- CollideGround(97, 959, 146),
- CollideGround(66, 1215, 146)
- )
-
- Variable.collider163.add(
- CollideGround(95, 1440, 163)
- )
-
- Variable.collider178.add(
- CollideGround(32, 1055, 178),
- CollideGround(32, 1151, 178)
- )
-
- Variable.collider211.add(
- CollideGround(63, 1088, 211),
- CollideGround(63, 1407, 211)
- )
-
- Variable.collider.add(Variable.collider83, Variable.collider115, Variable.collider146, Variable.collider163,
- Variable.collider178, Variable.collider211, Variable.collider231)

- def update(self):
- if self.order == 2:
- print('纵向地图')
- else:
- if Variable.step == 0 and self.rect.x >= -Constant.WIDTH:
- self.rect.x -= 10
- if Variable.step == 1 and self.rect.x > -Constant.WIDTH * 2:
- self.rect.x -= 10
- if self.rect.x == -Constant.WIDTH * 2:
- Variable.step = 2
- Variable.all_sprites.add(Variable.collider)
这样就得到了这张带红色地面线的图片。
初始状态为下落,也就是主角从画面外降落,碰撞到地面碰撞体后把碰撞体的top值赋值给Bill的bottom,实现停止下落。
- self.falling = True
- self.jumping = False
- self.moving = False
- SPEED_X = 3
- SPEED_Y = -10
- GRAVITY = 0.5
移动需要考虑三种情况:
第一是开始直到人物走到屏幕中间,这部分是主角Bill正常移动;
第二是Bill移动到游戏窗口中间时,Bill需要一直停留在中间,而Bill的向前移动实际是地图向后移动,这里设立了一个x = self.rect.centerx - Constant.WIDTH / 2,也就是Bill移动超过游戏窗口中间的距离,然后让all_sprites中的所有精灵,包括Bill都向后移动这个距离。反过来也一样。
第三是地图移动到边界时就不能继续移动了,这时需要Bill继续移动,并保证不能走出游戏窗口。这里为了控制地图,需要获取地图的rect属性。网上搜了很多一直没找到怎么从all_sprites精灵组中获取指定精灵的方法,搞了好久,后来终于想到给地图单独一个组Varible.map_storage,通过遍历这个组来获取地图以及地图的rect属性。
- def move(self):
- if self.direction == 'right' and self.rect.right <= Constant.WIDTH - 80 * Constant.MAP_SCALE:
- self.rect.x += Constant.SPEED_X
- if self.rect.centerx >= Constant.WIDTH / 2:
- x = self.rect.centerx - Constant.WIDTH / 2
- for j in Variable.map_storage:
- if j.rect.right >= Constant.WIDTH:
- for i in Variable.all_sprites:
- i.rect.x -= x
-
- elif self.direction == 'left' and self.rect.left >= 40 * Constant.MAP_SCALE:
- self.rect.x -= Constant.SPEED_X
- if self.rect.centerx <= Constant.WIDTH / 2:
- x = Constant.WIDTH / 2 - self.rect.centerx
- for j in Variable.map_storage:
- if j.rect.left <= -Constant.WIDTH * 2:
- for i in Variable.all_sprites:
- i.rect.x += x

图片序列:就是正常设定时间钟,然后image_order在0-5中间循环。
跳跃:先设定SPEED_Y为-10,GRAVITY为0.5,这样向上移动SPPED_Y的值逐渐减小,直到SPPED_Y==0,调整jumping和falling状态,并将SPEED_Y恢复为-10,完成一次跳跃。
下落:简单的写了一个10倍Constant.GRAVITY 下落。
- def order_loop(self):
- self.now_time = pygame.time.get_ticks()
- if self.now_time - self.last_time >= 100:
- self.image_order += 1
- if self.image_order > 5:
- self.image_order = 0
- self.last_time = self.now_time
-
- def jump(self):
- Constant.SPEED_Y += Constant.GRAVITY
- self.rect.y += Constant.SPEED_Y
- if Constant.SPEED_Y == 0:
- self.jumping = False
- self.falling = True
- Constant.SPEED_Y = -10
-
- def fall(self):
- self.rect.y += Constant.GRAVITY * 10

前后移动以及跳跃都可以根据设定的按键来修改状态以及图片类型。
重点是向下跳跃,向下跳跃实现的思路,是将Bill的状态设定为一直处于下落状态(跳跃时除外),让他与地面碰撞体一直碰撞,并将碰撞体的top值赋值给self.floor变量,然后向下跳的时候(s和j键同时按下),将该碰撞体从collider中删除并用sprite_storage组暂时寄存,实现Bill往下落:
- if key_pressed[pygame.K_s] and key_pressed[pygame.K_j]:
- self.image_type = 'oblique_down'
- Variable.collider.remove(l[0])
- Variable.sprite_storage.add(l[0])
等到Bill的rect.top值大于self.floor时,也就是完全超过哪条地面线的位置,再把该碰撞体加载回来,否则就会出现跳下一半就检测到碰撞,被拉回原来地面的情况。加回碰撞体后,就可以实现跳回来的动作。
- if self.rect.top >= self.floor:
- for i in Variable.sprite_storage:
- Variable.collider.add(i)
- Variable.sprite_storage.remove(i)
其它的部分,就是按照按键以及按键组合,调整各自的状态参数就可以了。
把按键监测写到碰撞后的for循环里面,是想控制主角Bill必须是与碰撞体接触后才能进行移动及跳跃等操作,否则在刚开始下落的时候就可以移动了,也会出现半空中继续跳跃的情况。
- def update(self):
- self.image = self.image_dict[self.image_type][self.image_order]
- if self.direction == 'left':
- self.image = pygame.transform.flip(self.image, True, False)
-
- if self.rect.top >= self.floor:
- for i in Variable.sprite_storage:
- Variable.collider.add(i)
- Variable.sprite_storage.remove(i)
-
- key_pressed = pygame.key.get_pressed()
- if self.falling:
- self.fall()
-
- if self.jumping:
- self.jump()
-
- if self.moving:
- self.move()
-
- self.order_loop()
-
- collider_ground = pygame.sprite.groupcollide(Variable.player_sprites, Variable.collider, False, False)
- for p, l in collider_ground.items():
- self.floor = l[0].rect.top
- p.rect.bottom = self.floor
- if key_pressed[pygame.K_d]:
- self.direction = 'right'
- self.moving = True
- if key_pressed[pygame.K_w]:
- self.image_type = 'oblique_up'
- elif key_pressed[pygame.K_s]:
- self.image_type = 'oblique_down'
- elif key_pressed[pygame.K_j]:
- self.image_type = 'jump'
- self.jumping = True
- self.falling = False
- else:
- self.image_type = 'run'
- elif key_pressed[pygame.K_a]:
- self.direction = 'left'
- self.moving = True
- if key_pressed[pygame.K_w]:
- self.image_type = 'oblique_up'
- elif key_pressed[pygame.K_s]:
- self.image_type = 'oblique_down'
- elif key_pressed[pygame.K_j]:
- self.image_type = 'jump'
- self.jumping = True
- self.falling = False
- else:
- self.image_type = 'run'
-
- elif key_pressed[pygame.K_w]:
- self.image_type = 'up'
- self.moving = False
-
- elif key_pressed[pygame.K_s]:
- self.image_type = 'down'
- self.moving = False
-
- else:
- self.image_type = 'stand'
- self.moving = False
-
- if key_pressed[pygame.K_s] and key_pressed[pygame.K_j]:
- self.image_type = 'oblique_down'
- Variable.collider.remove(l[0])
- Variable.sprite_storage.add(l[0])

这一部分功能的实现费了挺长时间,前前后后改了很多次才终于完成,虽然总觉得跳的有点别扭,但总算是实现了跳下跳回的功能,就这样吧。
- # Contra.py
- import sys
- import pygame
-
- import ContraBill
- import ContraMap
- from Config import Constant, Variable
-
-
- def control():
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- Variable.game_start = False
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_RETURN:
- Variable.step = 1
-
-
- class Main:
- def __init__(self):
- pygame.init()
- self.game_window = pygame.display.set_mode((Constant.WIDTH, Constant.HEIGHT))
- self.clock = pygame.time.Clock()
-
- def game_loop(self):
- while Variable.game_start:
- control()
- if Variable.stage == 1:
- ContraMap.new_stage()
- ContraBill.new_player()
-
- if Variable.stage == 2:
- pass
-
- if Variable.stage == 3:
- pass
-
- Variable.all_sprites.draw(self.game_window)
- Variable.all_sprites.update()
-
- self.clock.tick(Constant.FPS)
- pygame.display.set_caption(f'魂斗罗 1.0 {self.clock.get_fps():.2f}')
- pygame.display.update()
-
- pygame.quit()
- sys.exit()
-
-
- if __name__ == '__main__':
- main = Main()
- main.game_loop()

这里把第一关的全部地面碰撞体都测量并加载出来。
- # ContraMap.py
- import os
- import pygame
-
- from Config import Constant, Variable
-
-
- class StageMap(pygame.sprite.Sprite):
- def __init__(self, order):
- pygame.sprite.Sprite.__init__(self)
- self.image_list = []
- self.order = order
- for i in range(1, 9):
- image = pygame.image.load(os.path.join('image', 'map', 'stage' + str(i) + '.png'))
- rect = image.get_rect()
- image = pygame.transform.scale(image, (rect.width * Constant.MAP_SCALE, rect.height * Constant.MAP_SCALE))
- self.image_list.append(image)
- self.image = self.image_list[self.order]
- self.rect = self.image.get_rect()
- self.rect.x = 0
- self.rect.y = 0
- self.speed = 0
-
- def update(self):
- if self.order == 2:
- print('纵向地图')
- else:
- if Variable.step == 0 and self.rect.x >= -Constant.WIDTH:
- self.rect.x -= 10
- if Variable.step == 1 and self.rect.x > -Constant.WIDTH * 2:
- self.rect.x -= 10
- if self.rect.x == -Constant.WIDTH * 2:
- Variable.step = 2
- Variable.all_sprites.add(Variable.collider)
-
-
- def new_stage():
- if Variable.map_switch:
- stage_map = StageMap(Variable.stage - 1)
- Variable.all_sprites.add(stage_map)
- Variable.map_storage.add(stage_map)
- Variable.map_switch = False
-
-
- class CollideGround(pygame.sprite.Sprite):
- def __init__(self, length, x, y):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.Surface((length * Constant.MAP_SCALE, 3))
- self.image.fill((255, 0, 0))
- self.rect = self.image.get_rect()
- self.rect.x = x * Constant.MAP_SCALE - Constant.WIDTH * 2
- self.rect.y = y * Constant.MAP_SCALE
-
-
- Variable.collider83.add(
- CollideGround(511, 2176, 83),
- CollideGround(161, 2847, 83),
- CollideGround(64, 3296, 83)
- )
-
- Variable.collider115.add(
- CollideGround(736, 832, 115),
- CollideGround(128, 1568, 115),
- CollideGround(160, 1695, 115),
- CollideGround(128, 1856, 115),
- CollideGround(256, 1984, 115),
- CollideGround(224, 2656, 115),
- CollideGround(65, 3040, 115),
- CollideGround(64, 3264, 115),
- CollideGround(64, 3392, 115),
- CollideGround(128, 3808, 115)
- )
-
- Variable.collider146.add(
- CollideGround(97, 959, 146),
- CollideGround(66, 1215, 146),
- CollideGround(225, 2400, 146),
- CollideGround(96, 2976, 146),
- CollideGround(64, 3136, 146),
- CollideGround(160, 3424, 146),
- CollideGround(64, 3744, 146),
- CollideGround(32, 3936, 146)
- )
-
- Variable.collider163.add(
- CollideGround(95, 1440, 163),
- CollideGround(64, 2304, 163),
- CollideGround(32, 2912, 163),
- CollideGround(32, 2328, 163),
- CollideGround(32, 3328, 163),
- CollideGround(97, 3840, 163)
- )
-
- Variable.collider178.add(
- CollideGround(32, 1055, 178),
- CollideGround(32, 1151, 178),
- CollideGround(65, 2720, 178),
- CollideGround(64, 2816, 178),
- CollideGround(96, 3168, 178),
- CollideGround(63, 3648, 178),
- CollideGround(32, 3969, 178)
- )
-
- Variable.collider211.add(
- CollideGround(63, 1088, 211),
- CollideGround(63, 1407, 211),
- CollideGround(97, 2208, 211),
- CollideGround(192, 2528, 211),
- CollideGround(33, 3135, 211),
- CollideGround(33, 3295, 211),
- CollideGround(97, 3520, 211),
- CollideGround(242, 3807, 211)
- )
-
- Variable.collider.add(Variable.collider83, Variable.collider115, Variable.collider146, Variable.collider163,
- Variable.collider178, Variable.collider211, Variable.collider231)

- # ContraBill.py
- import os
- import pygame
-
- from Config import Constant, Variable
-
-
- class Bill(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.image_dict = {
- 'be_hit': [],
- 'down': [],
- 'jump': [],
- 'oblique_down': [],
- 'oblique_up': [],
- 'run': [],
- 'shoot': [],
- 'stand': [],
- 'up': []
- }
- for i in range(6):
- for key in self.image_dict:
- image = pygame.image.load(os.path.join('image', 'bill', str(key), str(key) + str(i + 1) + '.png'))
- rect = image.get_rect()
- image_scale = pygame.transform.scale(
- image, (rect.width * Constant.PLAYER_SCALE, rect.height * Constant.PLAYER_SCALE))
- self.image_dict[key].append(image_scale)
-
- self.image_order = 0
- self.image_type = 'stand'
-
- self.image = self.image_dict[self.image_type][self.image_order]
- self.rect = self.image.get_rect()
- self.rect.x = 100
- self.rect.y = 100
- self.direction = 'right'
-
- self.now_time = 0
- self.last_time = 0
-
- self.falling = True
- self.jumping = False
- self.moving = False
- self.floor = 0
-
- def update(self):
- self.image = self.image_dict[self.image_type][self.image_order]
- if self.direction == 'left':
- self.image = pygame.transform.flip(self.image, True, False)
-
- if self.rect.top >= self.floor:
- for i in Variable.sprite_storage:
- Variable.collider.add(i)
- Variable.sprite_storage.remove(i)
-
- key_pressed = pygame.key.get_pressed()
- if self.falling:
- self.fall()
-
- if self.jumping:
- self.jump()
-
- if self.moving:
- self.move()
-
- self.order_loop()
-
- collider_ground = pygame.sprite.groupcollide(Variable.player_sprites, Variable.collider, False, False)
- for p, l in collider_ground.items():
- self.floor = l[0].rect.top
- p.rect.bottom = self.floor
- if key_pressed[pygame.K_d]:
- self.direction = 'right'
- self.moving = True
- if key_pressed[pygame.K_w]:
- self.image_type = 'oblique_up'
- elif key_pressed[pygame.K_s]:
- self.image_type = 'oblique_down'
- elif key_pressed[pygame.K_j]:
- self.image_type = 'jump'
- self.jumping = True
- self.falling = False
- else:
- self.image_type = 'run'
- elif key_pressed[pygame.K_a]:
- self.direction = 'left'
- self.moving = True
- if key_pressed[pygame.K_w]:
- self.image_type = 'oblique_up'
- elif key_pressed[pygame.K_s]:
- self.image_type = 'oblique_down'
- elif key_pressed[pygame.K_j]:
- self.image_type = 'jump'
- self.jumping = True
- self.falling = False
- else:
- self.image_type = 'run'
-
- elif key_pressed[pygame.K_w]:
- self.image_type = 'up'
- self.moving = False
-
- elif key_pressed[pygame.K_s]:
- self.image_type = 'down'
- self.moving = False
-
- else:
- self.image_type = 'stand'
- self.moving = False
-
- if key_pressed[pygame.K_s] and key_pressed[pygame.K_j]:
- self.image_type = 'oblique_down'
- Variable.collider.remove(l[0])
- Variable.sprite_storage.add(l[0])
-
- def order_loop(self):
- self.now_time = pygame.time.get_ticks()
- if self.now_time - self.last_time >= 100:
- self.image_order += 1
- if self.image_order > 5:
- self.image_order = 0
- self.last_time = self.now_time
-
- def move(self):
- if self.direction == 'right' and self.rect.right <= Constant.WIDTH - 80 * Constant.MAP_SCALE:
- self.rect.x += Constant.SPEED_X
- if self.rect.centerx >= Constant.WIDTH / 2:
- x = self.rect.centerx - Constant.WIDTH / 2
- for j in Variable.map_storage:
- if j.rect.right >= Constant.WIDTH:
- for i in Variable.all_sprites:
- i.rect.x -= x
-
- elif self.direction == 'left' and self.rect.left >= 40 * Constant.MAP_SCALE:
- self.rect.x -= Constant.SPEED_X
- if self.rect.centerx <= Constant.WIDTH / 2:
- x = Constant.WIDTH / 2 - self.rect.centerx
- for j in Variable.map_storage:
- if j.rect.left <= -Constant.WIDTH * 2:
- for i in Variable.all_sprites:
- i.rect.x += x
-
- def jump(self):
- Constant.SPEED_Y += Constant.GRAVITY
- self.rect.y += Constant.SPEED_Y
- if Constant.SPEED_Y == 0:
- self.jumping = False
- self.falling = True
- Constant.SPEED_Y = -10
-
- def fall(self):
- self.rect.y += Constant.GRAVITY * 10
-
-
- def new_player():
- if Variable.step == 2 and Variable.player_switch:
- bill = Bill()
- Variable.all_sprites.add(bill)
- Variable.player_sprites.add(bill)
- Variable.player_switch = False

- # Config.py
- import pygame
-
-
- class Constant:
- WIDTH = 1200
- HEIGHT = 720
- FPS = 60
-
- MAP_SCALE = 3
- PLAYER_SCALE = 2.5
-
- SPEED_X = 3
- SPEED_Y = -10
- GRAVITY = 0.5
-
-
- class Variable:
- all_sprites = pygame.sprite.Group()
- player_sprites = pygame.sprite.Group()
-
- collider = pygame.sprite.Group()
- collider83 = pygame.sprite.Group()
- collider115 = pygame.sprite.Group()
- collider146 = pygame.sprite.Group()
- collider163 = pygame.sprite.Group()
- collider178 = pygame.sprite.Group()
- collider211 = pygame.sprite.Group()
- collider231 = pygame.sprite.Group()
-
- sprite_storage = pygame.sprite.Group()
- map_storage = pygame.sprite.Group()
-
- game_start = True
- map_switch = True
- player_switch = True
-
- stage = 1
- step = 0
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以上代码完成,我们的主角Bill终于可以连跑带跳游览整个地图,并终于站在了第一关的关头。
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