Add scrolling to a platformer in pygame

匿名 (未验证) 提交于 2019-12-03 02:10:02

问题:

Ok so I included the code for my project below, I'm just doing some experimenting with pygame on making a platformer. I'm trying to figure out how to do some very simple scrolling that follows the player, so the player is the center of the camera and it bounces/follows him. Can anyone help me?

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 = [         "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",         "P                                P",         "P                                P",         "P                                P",         "P                                P",         "P                                P",         "P                                P",         "P                                P",         "P       PPPPPPPPPPP              P",         "P                                P",         "P                                P",         "P                                P",         "P                                P",         "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]     # 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      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))          # update player, draw everything else         player.update(up, down, left, right, running, platforms)         entities.draw(screen)          pygame.display.update()  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         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() 

回答1:

You need to apply an offset to the position of your entities when drawing them. Let's call that offset a camera, since this is the effect we want to achieve with this.

First of all, we can't (and should not) use the draw function of the sprite group, since the sprites don't need to know that their position (rect) is not the position they are going to be drawn on the screen (of course we could subclass the Group class and reimplement the it's draw to be aware of the camera, but for the sake of learning let's be explicit here).


Let's start by creating a Camera class to hold the state of the offset we want to apply to the position of our entities:

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) 

some things to note here:

We need to store the position of the camera, and the width and height of the level in pixels (since we want to stop scrolling at the edges of the level). I used a Rect to store all these informations, but you could easily just use some fields.

Using Rect comes in handy in the apply function. This is where we re-calculate the position of an entity on the screen to apply the scrolling.

Once per iteration of the main loop, we need to update the position of the camera, hence there's the update function. It just alters the state by calling the camera_func function, which will do all the hard work for us. We implement it later.

Let's create an instace of the camera:

for row in level:     ...  total_level_width  = len(level[0])*32 # calculate size of level in pixels total_level_height = len(level)*32    # maybe make 32 an constant camera = Camera(*to_be_implemented*, total_level_width, total_level_height)  entities.add(player) ...  

and alter our main loop:

# draw background for y in range(32):     ...  camera.update(player) # camera follows player. Note that we could also follow any other sprite  # update player, draw everything else player.update(up, down, left, right, running, platforms) for e in entities:     # apply the offset to each entity.     # call this for everything that should scroll,     # which is basically everything other than GUI/HUD/UI     screen.blit(e.image, camera.apply(e))   pygame.display.update() 

Our camera class is already very flexible and yet dead simple. It can use different kinds of scrolling (by providing different camera_func functions), and it can follow any arbitary sprite, not just the player. You even can change this at runtime.

Now for the implementation of camera_func. A simple approach is to just center the player (or whichever entity we want to follow) at the screen, and the implementation is straight forward:

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

We just take the position of our target, and add the half total screen size. You can try it by creating your camera like this:

camera = Camera(simple_camera, total_level_width, total_level_height) 

So far, so good. But maybe we don't want to see the black background outside the level? How about:

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

Here we simply use the min/max functions to ensure we don't scroll outside out level.

Try it by creating your camera like this:

camera = Camera(complex_camera, total_level_width, total_level_height) 

There's a little animation of our new scrolling in action:

Here's the complete code again (note I changed your level a little bit to be bigger and to have some more platforms):

#! /usr/bin/python  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 = [         "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",         "P                                          P",         "P                                          P",         "P                                          P",         "P                    PPPPPPPPPPP           P",         "P                                          P",         "P                                          P",         "P                                          P",         "P    PPPPPPPP                              P",         "P                                          P",         "P                          PPPPPPP         P",         "P                 PPPPPP                   P",         "P                                          P",         "P         PPPPPPP                          P",         "P                                          P",         "P                     PPPPPP               P",         "P                                          P",         "P   PPPPPPPPPPP                            P",         "P                                          P",         "P                 PPPPPPPPPPP              P",         "P                                          P",         "P                                          P",         "P                                          P",         "P                                          P",         "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]     # 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          # 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         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() 


回答2:

Since right know, you have a static background, and the player that you control, is blitted in the position he is in, you have 2 options to always show the character in the middle.

  1. If you map is small enought, you can have a big img A, and derive a rectangle, based on the position of the player that will be the size of the screen. That way, the player will always be in the middle. A Rect.clamp(Rect) or Rect.clamp_ip(Rect) will aid you in that.

  2. Another approach is to have a different tuple for position on screen. The player will have a constant value in the center of the screen, while the backgrounds position will be the negative of the player position.



回答3:

The only way to do that is to separate logical positions in the map, from physical positions on the screen .

Any code related to actually drawing your map on the screen - in your case all the .rect attributes of your sprites - have to do so based on an offset of what part of yor map the screen is actually using.

For example, your screen might be showing your map starting with position (10,10) on the top left - all display related code them (which in the case above are the .rectattributes) should subtract the screen offset from the current logical position - (say the character is at map coords(12,15) - so, it should be drawn at (12,15) - (10, 10) -> (2, 5) * BLOCK_SIZE) In your example above BLOCK_SIZE is hardcoded to 32,32, so you want to draw it at physical pixel position (2 * 32, 5 * 32) on the display)

(hint: avoid hardcoding things this way, make it a constant declaration at the beginning of your code)



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