将摄像机限制在范围内
本课属于 Coddy Pygame 学习旅程的“游戏世界”单元。第 22 课,共 36 课。
始终让玩家位于画面中央的摄像机,在关卡开始时会显示关卡左侧的天空,在关卡结束后也会显示同样的天空。让摄像机保持在关卡边界内。
摄像机的最小值是 0:窗口从关卡左边缘开始。最大值是 level_width - WIDTH:窗口的右边缘与关卡的右边缘重合。跟随玩家后进行限制:
camera_x = player.centerx - WIDTH // 2
camera_x = max(0, min(camera_x, level_width - WIDTH))min 会降低摄像机的位置,避免它偏得太靠右;max 会提高摄像机的位置,避免它偏得太靠左。在关卡中间,两者都不会改变任何内容,摄像机仍像之前一样跟随玩家。靠近关卡两端时,摄像机会停下来,玩家则会向窗口边缘移动,这正是大多数横版卷轴游戏的表现方式。
挑战
简单让摄像机在关卡两端停下。
- 找到这一行
camera_x = player.centerx - WIDTH // 2。 - 在它下面添加
camera_x = max(0, min(camera_x, level_width - WIDTH))。
按下“开始”:开始时,视野不再越过关卡的左边缘。然后按下“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
camera_x = player.centerx - WIDTH // 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