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マップが自動的にスクロールする間、障害物を避ける必要があるゲームを作ろうとしています。これまでのところ、再利用を試みて他の誰かからいくつかのコードを取得しましたが、問題が発生しています。私はpygameの初心者なので、どんな助けでも大歓迎です。

このコードを単純化したいのですが、行を変更するたびに何かが壊れます。重力は必要ありません。自由に上下に移動したいと思います (R-Type や他の古いスペース シューターのようなものです)。最も重要な部分は、マップを自動的に右から左にスクロールさせることであり、プレーヤーが壁に触れると、プレーヤーは死亡します。

プレーヤーの周りのすべてを移動するように指示する必要があることは理解していますが、このコードでそれを表現する方法がわかりません。

コードは次のとおりです。

import pygame
from pygame import *

WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30

def main():
    global cameraX, cameraY
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("Use arrows to move!")
    timer = pygame.time.Clock()

    up = down = left = right = running = False
    bg = Surface((32,32))
    bg.convert()
    bg.fill(Color("#000000"))
    entities = pygame.sprite.Group()
    player = Player(32, 32)
    platforms = []

    x = y = 0
    level = [
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP  PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P                                                                                               P  P                                                                                                                                                                                                           E",
        "P                                                                                               P  P                                                  PPP                                                                                       PPPPPPPPPPPPP                                                  E",
        "P                                                                                               P  P                                                  PPP                                                                                       PPPPPPPPPPPPP                                                  E",
        "P                                                                                               P  P                                                                                                      PPPPPPPPP                                                                                            P",
        "P                                                            PPPP                               P  P                                                                                                      PPPPPPPPP                                                                                            P",
        "P                                                            P  P                               PPPP                               PPP                                                                                       PPPPPPPPPPPP                                                                      P",
        "P                                                            P  P                                                                  PPP                                           PPP                                         PPPPPPPPPPPP                                                                      P",
        "P                                                            P  P                                                                  PPP                                           PPP                                                                                                                           P",
        "P                                                            P  P                                                                                                                PPP                                                                       PPPPPPP                                             P",
        "P                                                            P  P                                                                                                                                                                                          PPPPPPP                                             P",
        "P                                                            P  P                                                                                                                                                                                                                                              P",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP  PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP"]

    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                platforms.append(e)
                entities.add(e)
            x += 32
        y += 32
        x = 0

    total_level_width  = len(level[0])*32
    total_level_height = len(level)*32
    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT: raise SystemExit, "QUIT"
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                raise SystemExit, "ESCAPE"
            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_DOWN:
                down = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True
            if e.type == KEYDOWN and e.key == K_SPACE:
                running = True

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_DOWN:
                down = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False

        # draw background
        for y in range(32):
            for x in range(32):
                screen.blit(bg, (x * 32, y * 32))

        camera.update(player)

        # update player, draw everything else
        player.update(up, down, left, right, running, platforms)
        for e in entities:
            screen.blit(e.image, camera.apply(e))

        pygame.display.update()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        return target.rect.move(self.state.topleft)

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def simple_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling at the left edge
    l = max(-(camera.width-WIN_WIDTH), l)   # stop scrolling at the right edge
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom
    t = min(0, t)                           # stop scrolling at the top
    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self, up, down, left, right, running, platforms):
        if up:
            # only jump if on the ground
            if self.onGround: self.yvel -= 10
            pass
        if down:
            pass
        if running:
            self.xvel = 12
        if left:
            self.xvel = -8
        if right:
            self.xvel = 8
        if not self.onGround:
            # only accelerate with gravity if in the air
            self.yvel += 0.3
            # max falling speed
            if self.yvel > 100: self.yvel = 100
        if not(left or right):
            self.xvel = 0
        # increment in x direction
        self.rect.left += self.xvel
        # do x-axis collisions
        self.collide(self.xvel, 0, platforms)
        # increment in y direction
        self.rect.top += self.yvel
        # assuming we're in the air
        self.onGround = False;
        # do y-axis collisions
        self.collide(0, self.yvel, platforms)

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    pygame.event.post(pygame.event.Event(QUIT))
                if xvel > 0:
                    self.rect.right = p.rect.left
                    print "collide right"
                if xvel < 0:
                    self.rect.left = p.rect.right
                    print "collide left"
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                    self.yvel = 0
                if yvel < 0:
                    self.rect.top = p.rect.bottom


class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = Surface((32, 32))
        self.image.convert()
        self.image.fill(Color("#DDDDDD"))
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image.fill(Color("#0033FF"))

if __name__ == "__main__":
    main()

ほとんどのコードを提供してくれた Dominic Kexel に感謝します。

4

1 に答える 1

1

ここでカメラを使用するのは間違ったアプローチだと思います。ブロックを自分で動かしたいです。

次の簡単な例を見てください (これで始められるはずです)。

import pygame

lvl = """
##################################################################
                                      #      #                    
 #          #           #                                    #    
                            #   #     #         #                 
                #                               #     #        #  

                        #          #         #            #       
         #       #      #   #                      #           #  
   #                        #                #                    
          ####       #              #                 #           
    #                       #       #        #                    
##################################################################"""

# initialisation
pygame.init()
clock = pygame.time.Clock()
lvl = lvl.split('\n')[1:]
TOTAL_H, TOTAL_W = len(lvl)*32, len(lvl[0])*32
screen = pygame.display.set_mode((800, TOTAL_H))
LEVEL_SPEED = 5
player, PLAYER_SPEED = pygame.Rect(100, 100, 32, 32), 4
font = pygame.font.SysFont('Arial', 52)
text = font.render('FAILED !', True, (255, 0, 0))
timeout = 0

# create Rects that represent the level
x, y = 0, 0
blocks = []
for line in lvl:
    for char in line:
        if char == '#':
            blocks.append(pygame.Rect(x*32, y*32, 32, 32))
        x += 1
    x, y = 0, y + 1

run = True
while run:
    for e in pygame.event.get():
        if e.type == pygame.QUIT:
            run = False
            break

    if timeout:
        timeout -= 1
    else:
        pressed = pygame.key.get_pressed()
        if pressed[pygame.K_UP]: player.move_ip(0, -PLAYER_SPEED)
        if pressed[pygame.K_DOWN]: player.move_ip(0, PLAYER_SPEED)
        if pressed[pygame.K_LEFT]: player.move_ip(-PLAYER_SPEED, 0)
        if pressed[pygame.K_RIGHT]: player.move_ip(PLAYER_SPEED, 0)

    for block in blocks:
        # move each block
        block.move_ip(-LEVEL_SPEED, 0)
        # collision detection
        if not timeout and block.colliderect(player):
            timeout = 100
        # if blocks move out of view, 
        # let'm reappear on the right to
        # create an endless loop
        if block.right < 0:
            block.move_ip(TOTAL_W, 0)

    screen.fill((0, 0, 0))
    for block in blocks:
        pygame.draw.rect(screen, (200, 200, 0), block)

    if not timeout:
        pygame.draw.rect(screen, (100, 200, 200), player)
    else:
        screen.blit(text, (200, 150))

    pygame.display.flip()
    clock.tick(40)

ここに画像の説明を入力

于 2013-10-04T08:07:37.247 に答える