墙壁挡住骑士
本课属于 Coddy Pygame 学习旅程的“项目”单元。第 24 课,共 33 课。
骑士使用方向键移动,每帧移动 3 个像素。墙会挡住他,就像《Moss Caves》中的平台一样:沿 x 轴移动,把他从任何重叠的墙中推出,然后沿 y 轴重复同样的操作。一次只处理一个轴,就能知道他撞到了哪一侧。
def move(self, dx, dy, blocks):
self.rect.x += dx
for block in blocks:
if self.rect.colliderect(block):
if dx > 0:
self.rect.right = block.left
elif dx < 0:
self.rect.left = block.right
self.rect.y += dy
for block in blocks:
if self.rect.colliderect(block):
if dy > 0:
self.rect.bottom = block.top
elif dy < 0:
self.rect.top = block.bottom像在《Catch the Blocks》中那样,每帧读取方向键状态并存入 dx 和 dy,然后传入房间的墙:
keys = pygame.key.get_pressed()
dx = 0
dy = 0
if keys[pygame.K_LEFT]:
dx = -3
# 向右、向上和向下也用同样的方法处理
knight.move(dx, dy, room.walls)挑战
困难让骑士行走,并在墙壁处停下。
- 为
Knight添加上面的move(dx, dy, blocks)方法。 - 每一帧,按左键时将
dx设为 -3,按右键时设为 3;按上键时将dy设为 -3,按下键时设为 3;其他情况下设为 0。 - 然后调用
knight.move(dx, dy, room.walls)。
按“开始”,让骑士走向墙壁:骑士会停在墙边。然后按“检查”。
亲手试试
import pygame
TILE = 48
MAP = [
"##############",
"#............#",
"#.P......K...#",
"#............#",
"#....##......D",
"#....##......#",
"##.#######.###",
"#............#",
"#...S....H...#",
"##############",
]
pygame.init()
screen = pygame.display.set_mode((672, 480))
pygame.display.set_caption("Rune Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 32)
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
floor_img = load("floor.png")
wall_img = load("wall.png")
knight_img = load("knight.png")
door_img = load("dungeon_door.png")
key_img = load("key.png")
slime_img = load("slime.png")
spider_img = load("spider.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
sword_img = load("sword.png")
potion_img = load("potion_red.png")
def draw(image, rect):
screen.blit(image, image.get_rect(center=rect.center))
def cell_rect(col, row):
rect = pygame.Rect(0, 0, 32, 32)
rect.center = (col * TILE + 24, row * TILE + 24)
return rect
class Room:
def __init__(self, lines):
self.walls = []
self.start = (72, 72)
for row, line in enumerate(lines):
for col, char in enumerate(line):
if char == "#":
self.walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
self.start = cell_rect(col, row).center
class Knight(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = knight_img
self.rect = pygame.Rect(0, 0, 32, 32)
self.rect.center = center
room = Room(MAP)
knight = Knight(room.start)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for row in range(10):
for col in range(14):
screen.blit(floor_img, (col * TILE, row * TILE))
for wall in room.walls:
screen.blit(wall_img, wall)
draw(knight.image, knight.rect)
pygame.display.flip()
clock.tick(60)
pygame.quit()
项目中的所有课
自己练习: Pygame 在线编辑器