视差
本课属于 Coddy Pygame 学习旅程的“游戏世界”单元。第 23 课,共 36 课。
从行驶中的火车向外看:栅栏飞快地掠过,远处的山丘几乎没有移动。画远处的物体时让它们比近处的物体移动得慢,会让平面游戏更有纵深感。这叫作视差。
绘制云朵背景时,让它随摄像机移动的距离只有三分之一。背景每隔 72 像素就会重复,所以只需关注 camera_x // 3 % 72:图片滑过整张后,看起来就会和之前一样。
shift = camera_x // 3 % 72
for y in range(0, 360, 72):
for x in range(-shift, WIDTH, 72):
screen.blit(background, (x, y))x 循环从窗口左侧的 -shift 开始,这样第一张副本滑出时仍会覆盖左边缘。瓦片和玩家仍使用完整的 camera_x:它们离得近。
挑战
中等让背景比关卡滚动得慢。
- 不要使用
screen.fill,而是以 72 像素为间隔绘制背景(已在起始代码中加载)。 - 每一帧,将
shift = camera_x // 3 % 72设为偏移量,并让每一行副本从 x =-shift开始,以 72 为步长绘制,直到WIDTH。 - 之后再绘制图块和玩家。
按“开始”并向右走:云朵会落在地面后面。然后点击“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("Parallax")
clock = pygame.time.Clock()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
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
camera_x = max(0, min(camera_x, level_width - WIDTH))
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()
这节课包含一个小测验。开始学习即可作答,并记录你的进度。
游戏世界中的所有课
自己练习: Pygame 在线编辑器