import pygame #importing the pygame library
pygame.init()
all_sprites = pygame.sprite.Group()
obstacle_group = pygame.sprite.Group()
player_group = pygame.sprite.Group()
定义我们稍后将调用的精灵组
####Variables
width, height = 626, 375
fontObj = pygame.font.Font('Alsina Ultrajada.TTF', 16)
pygame.display.set_caption("side scroller")
screen = pygame.display.set_mode((width, height))
bg = pygame.image.load("achtergrondPixel.png")
gameOver = pygame.image.load("gameOver.png")
R_char = pygame.transform.scale(pygame.image.load("character.png"), (100, 100))
L_char = pygame.transform.flip((R_char), True, False)
char = R_char
jade = (55, 255, 20)
red = (255, 0, 0)
hitbox = (150, 200, 100, 100)
在这里,我们创建了我们的player类,首先我们初始化我们的player
class Player(pygame.sprite.Sprite): #making a class for our character so we can easily call the variables
def __init__(self, x, y, width, height, pos):
global player_group
super().__init__(player_group, all_sprites)
self.x = x
self.y = y
self.width = width
self.height = height
self.charFlip = False
self.isJump = False
self.jumpCount = 10
self.isFalling = False
self.fallCount = int(1)
self.pos = pos
self.rect = pygame.Rect((self.x - self.pos + 21),(self.y + 20), (self.width - 33), (self.height- 33))
self.add(player_group)
在这里,我们正在制作绘制角色的函数,我们还有一个跳跃系统和一个下降系统
def draw(self, screen):
screen.blit(char, (self.x, self.y))
if self.isFalling:
if self.y <= 200 and self.x < 488 and self.x > 573: #hier moet var worden aangemaakt voor als hij op platform staat
self.y -= (self.fallCount**2) * 0.1 * -1
self.fallCount += 1
else:
self.isFalling = False
self.fallCount = 1
if self.isJump:
if self.jumpCount >= 0:
neg = 1
if self.jumpCount == 0:
self.isFalling = True
self.y -= (self.jumpCount**2) * .25 * neg
self.jumpCount -= 1
else:
self.isJump = False
self.jumpCount = 10
self.hitbox = pygame.Rect((self.x - self.pos + 21),(self.y + 20), (self.width - 33), (self.height- 33))
if pygame.sprite.spritecollideany(self, obstacle_group):
print("collide")
在这里,我们制作一个绿色的矩形,它是我们在游戏中遇到的障碍,首先初始化它,然后用颜色jade
将它绘制到屏幕上
class Obstacle(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, pos):
global obstacle_group
super().__init__(obstacle_group, all_sprites)
self.pos = pos
self.x = x
self.y = y
self.width = width
self.height = height
self.rect = pygame.Rect((self.x - self.pos),self.y, self.width, self.height)
#self.add(obstacle_group)
def draw(self, screen, pos):
pygame.draw.rect(screen, jade, pygame.Rect((self.x - self.pos), self.y, self.width, self.height))
self.hitbox = pygame.Rect((self.x - self.pos),self.y, self.width, self.height)
pygame.draw.rect(screen, red, self.hitbox, 1)
pos
是用于滚动背景的变量
pos = 0
在这里,我们正在使玩家角色和唯一的障碍,在侧滚动
obstacle2 = Obstacle(300, 200, 100, 20, pos)
nkdMonkey = Player(150, 200, 100, 100, pos)
FPS = 60
run = True
clock = pygame.time.Clock()
这是我们在主while
循环中调用的主要绘图函数
def draw_window():
screen.blit(bg, ((-1 * pos), 0))
textSurfaceObj = fontObj.render((str(pos)), False, (240,240,240, 255))
screen.blit(textSurfaceObj, (40,40))
obstacle2.draw(screen, pos)
nkdMonkey.draw(screen)
#pygame.draw.rect(screen, red, nkdMonkey.hitbox, 1)
#for if you want to see the hitbox of the player which is used for collisions
pygame.display.update()
这是我们的while循环
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#all_sprites = pygame.sprite.Group()
#obstacle_group = pygame.sprite.Group()
#player_group = pygame.sprite.Group()
keys_pressed = pygame.key.get_pressed()
#Checks if the front and and back button is pressed and if so, changes pos.
if keys_pressed[pygame.K_d] and pos < 1874:
pos += 2
char = R_char
if keys_pressed[pygame.K_d] and keys_pressed[
pygame.K_LSHIFT] and pos < 2000:
pos += 5
char = R_char
if keys_pressed[pygame.K_a] and pos > 0:
pos -= 2
char = L_char
if keys_pressed[pygame.K_a] and keys_pressed[pygame.K_LSHIFT] and pos > 0:
pos -= 5
char = L_char
if keys_pressed[pygame.K_w] and nkdMonkey.isJump == False:
nkdMonkey.isJump = True
if nkdMonkey.y > 200 and nkdMonkey.x > 488 and nkdMonkey.x < 573:
nkdMonkey.y -= 1
#if nkdMonkey.x > 488 and nkdMonkey.x < 573:
#nkdMonkey.isFalling = True
if pos > 1980:
run = False
这是我们无法理解的一点,我们希望它在两个精灵碰撞时打印collide
if pygame.sprite.spritecollideany(nkdMonkey, obstacle_group):
print("collide")
all_sprites.update()
draw_window()
这里我们制作了一个简单的结束屏幕
screen.fill(jade)
screen.blit(pygame.image.load("character.png"), (0, 70))
text = fontObj.render('You win!!', True, (0,0,0, 255))
textRect = text.get_rect()
score = fontObj.render(str(pos), True, red)
screen.blit(score, (40,40))
textRect.center = (width // 2, (height // 2 + 20))
screen.blit(text, textRect)
pygame.display.flip()
^{} 对象的^{} 属性来检测冲突。因此,您必须根据播放器的位置更新矩形的位置:
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