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跟随玩家

本课属于 Coddy Pygame 学习旅程的“游戏世界”单元。第 21 课,共 36 课。

摄像机不断移动,会让玩家落在后面。你应该在玩家移动后,每一帧都根据玩家的位置设置摄像机:

camera_x = player.centerx - WIDTH // 2

窗口的中点是 WIDTH // 2,距离窗口左边缘 288 像素。摄像机位于玩家中心左侧 288 像素处时,玩家就会显示在窗口中间。向右走时,玩家在屏幕上的位置保持不变,而关卡会在玩家下方向左滑动。

在碰撞处理之后设置摄像机,这样它使用的就是玩家这一帧结束时的位置,而不是之前的位置。一开始,窗口会显示关卡左侧的空白区域:下一课会解决这个问题。

challenge icon

挑战

简单

让摄像机跟随玩家。

  1. 消除漂移。
  2. 碰撞处理后,每帧设置 camera_x = player.centerx - WIDTH // 2。

按“开始”,然后向右走:玩家会停留在画面中央,而关卡会滑动。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 - camera_x, wall.y))
    screen.blit(player_img, (player.x - camera_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