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。
挑战
简单让摄像机跟随玩家。
- 消除漂移。
- 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