摄像机偏移
本课属于 Coddy Pygame 学习旅程的“游戏世界”单元。第 20 课,共 36 课。
这一关宽 48 个瓦片,相当于 3 个屏幕窗口。所有内容的位置都保持在关卡坐标中,由 camera 决定窗口显示关卡的哪一部分。摄像机的位置由一个数字表示,即 camera_x:窗口左边缘对应的关卡 x 坐标。
要绘制某个对象,请从它的关卡 x 坐标中减去摄像机的位置:
for wall in walls:
screen.blit(block_img, (wall.x - camera_x, wall.y))
screen.blit(player_img, (player.x - camera_x, player.y))当 camera_x = 0 时,你会看到关卡起点。当 camera_x = 600 时,x = 800 处的墙会绘制在 200 的位置。只有绘制位置会变化:walls 和 player 中的 Rect 会保持各自在关卡中的位置,因此碰撞仍会像之前一样正常工作。
在这个程序中,摄像机会自行向右移动,每帧移动 2 个像素,直到显示关卡终点。起始代码会移动 camera_x,但绘制时没有用到它,所以画面不会移动。
挑战
简单通过摄像机绘制关卡。
- 在
(wall.x - camera_x, wall.y)处绘制每面墙。 - 在
(player.x - camera_x, player.y)处绘制玩家。 - 保持让
camera_x持续移动的那一行不变。
按下“开始”:关卡会自动向左滑动。然后按“检查”。
亲手试试
import pygame
TILE = 36
WIDTH = 576
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................................................",
"................................................",
"#...........###..........####..........###.....#",
"#..............................................#",
"#.....####.........###.........###.............#",
"#..............................................#",
"#.P........#####.........######.........####...#",
"#..............................................#",
"#..............................................#",
"################################################",
]
pygame.init()
screen = pygame.display.set_mode((WIDTH, 360))
pygame.display.set_caption("Camera")
clock = pygame.time.Clock()
block_img = pygame.image.load("assets/images/block.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()
walls = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
if char == "#":
walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
start = (col * TILE + TILE // 2, row * TILE + TILE)
level_width = len(LEVEL[0]) * TILE
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
camera_x = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_LEFT]:
dx -= SPEED
if keys[pygame.K_RIGHT]:
dx += SPEED
player.x += dx
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0
if camera_x < level_width - WIDTH:
camera_x += 2
screen.fill((140, 200, 240))
for wall in walls:
screen.blit(block_img, (wall.x, wall.y))
screen.blit(player_img, (player.x, player.y))
pygame.display.flip()
clock.tick(60)
pygame.quit()
游戏世界中的所有课
自己练习: Pygame 在线编辑器