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這篇文章主要介紹“怎么在你的Python平臺類游戲中放一些獎勵”,在日常操作中,相信很多人在怎么在你的Python平臺類游戲中放一些獎勵問題上存在疑惑,小編查閱了各式資料,整理出簡單好用的操作方法,希望對大家解答”怎么在你的Python平臺類游戲中放一些獎勵”的疑惑有所幫助!接下來,請跟著小編一起來學習吧!
獎勵和平臺非常相似,你甚至不需要一個獎勵的類。你可以重用 Platform
類,并將結果稱為“獎勵”。
由于獎勵類型和位置可能因關卡不同而不同,如果你還沒有,請在你的 Level
中創建一個名為 loot
的新函數。因為獎勵物品不是平臺,你也必須創建一個新的 loot_list
組,然后添加獎勵物品。與平臺、地面和敵人一樣,該組用于檢查玩家碰撞:
def loot(lvl,lloc): if lvl == 1: loot_list = pygame.sprite.Group() loot = Platform(300,ty*7,tx,ty, 'loot_1.png') loot_list.add(loot) if lvl == 2: print(lvl) return loot_list
你可以隨意添加任意數量的獎勵對象;記住把每一個都加到你的獎勵清單上。Platform
類的參數是獎勵圖標的 X 位置、Y 位置、寬度和高度(通常讓你的獎勵精靈保持和所有其他方塊一樣的大小最為簡單),以及你想要用作的獎勵的圖片。獎勵的放置可以和貼圖平臺一樣復雜,所以使用創建關卡時需要的關卡設計文檔。
在腳本的設置部分調用新的獎勵函數。在下面的代碼中,前三行是上下文,所以只需添加第四行:
enemy_list = Level.bad( 1, eloc )ground_list = Level.ground( 1,gloc,tx,ty )plat_list = Level.platform( 1,tx,ty )loot_list = Level.loot(1,tx,ty)
正如你現在所知道的,除非你把它包含在你的主循環中,否則獎勵不會被顯示到屏幕上。將下面代碼示例的最后一行添加到循環中:
enemy_list.draw(world) ground_list.draw(world) plat_list.draw(world) loot_list.draw(world)
啟動你的游戲看看會發生什么。
Loot in Python platformer
你的獎勵將會顯示出來,但是當你的玩家碰到它們時,它們不會做任何事情,當你的玩家經過它們時,它們也不會滾動。接下來解決這些問題。
像平臺一樣,當玩家在游戲世界中移動時,獎勵必須滾動。邏輯與平臺滾動相同。要向前滾動獎勵物品,添加最后兩行:
for e in enemy_list: e.rect.x -= scroll for l in loot_list: l.rect.x -= scroll
要向后滾動,請添加最后兩行:
for e in enemy_list: e.rect.x += scroll for l in loot_list: l.rect.x += scroll
再次啟動你的游戲,看看你的獎勵物品現在表現得像在游戲世界里一樣了,而不是僅僅畫在上面。
就像平臺和敵人一樣,你可以檢查獎勵物品和玩家之間的碰撞。邏輯與其他碰撞相同,除了撞擊不會(必然)影響重力或生命值。取而代之的是,命中會導致獎勵物品會消失并增加玩家的分數。
當你的玩家觸摸到一個獎勵對象時,你可以從 loot_list
中移除該對象。這意味著當你的主循環在 loot_list
中重繪所有獎勵物品時,它不會重繪那個特定的對象,所以看起來玩家已經獲得了獎勵物品。
在 Player
類的 update
函數中的平臺碰撞檢測之上添加以下代碼(最后一行僅用于上下文):
loot_hit_list = pygame.sprite.spritecollide(self, loot_list, False) for loot in loot_hit_list: loot_list.remove(loot) self.score += 1 print(self.score) plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False)
當碰撞發生時,你不僅要把獎勵從它的組中移除,還要給你的玩家一個分數提升。你還沒有創建分數變量,所以請將它添加到你的玩家屬性中,該屬性是在 Player
類的 __init__
函數中創建的。在下面的代碼中,前兩行是上下文,所以只需添加分數變量:
self.frame = 0 self.health = 10 self.score = 0
當在主循環中調用 update
函數時,需要包括 loot_list
:
player.gravity() player.update()
如你所見,你已經掌握了所有的基本知識。你現在要做的就是用新的方式使用你所知道的。
在下一篇文章中還有一些提示,但是與此同時,用你學到的知識來制作一些簡單的單關卡游戲。限制你試圖創造的東西的范圍是很重要的,這樣你就不會埋沒自己。這也使得最終的成品看起來和感覺上更容易完成。
以下是迄今為止你為這個 Python 平臺編寫的所有代碼:
#!/usr/bin/env python3# draw a world# add a player and player control# add player movement# add enemy and basic collision# add platform# add gravity# add jumping# add scrolling # GNU All-Permissive License# Copying and distribution of this file, with or without modification,# are permitted in any medium without royalty provided the copyright# notice and this notice are preserved. This file is offered as-is,# without any warranty. import pygameimport sysimport os '''Objects''' class Platform(pygame.sprite.Sprite): # x location, y location, img width, img height, img file def __init__(self,xloc,yloc,imgw,imgh,img): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(os.path.join('images',img)).convert() self.image.convert_alpha() self.rect = self.image.get_rect() self.rect.y = yloc self.rect.x = xloc class Player(pygame.sprite.Sprite): ''' Spawn a player ''' def __init__(self): pygame.sprite.Sprite.__init__(self) self.movex = 0 self.movey = 0 self.frame = 0 self.health = 10 self.collide_delta = 0 self.jump_delta = 6 self.score = 1 self.images = [] for i in range(1,9): img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert() img.convert_alpha() img.set_colorkey(ALPHA) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() def jump(self,platform_list): self.jump_delta = 0 def gravity(self): self.movey += 3.2 # how fast player falls if self.rect.y > worldy and self.movey >= 0: self.movey = 0 self.rect.y = worldy-ty def control(self,x,y): ''' control player movement ''' self.movex += x self.movey += y def update(self): ''' Update sprite position ''' self.rect.x = self.rect.x + self.movex self.rect.y = self.rect.y + self.movey # moving left if self.movex < 0: self.frame += 1 if self.frame > ani*3: self.frame = 0 self.image = self.images[self.frame//ani] # moving right if self.movex > 0: self.frame += 1 if self.frame > ani*3: self.frame = 0 self.image = self.images[(self.frame//ani)+4] # collisions enemy_hit_list = pygame.sprite.spritecollide(self, enemy_list, False) for enemy in enemy_hit_list: self.health -= 1 #print(self.health) loot_hit_list = pygame.sprite.spritecollide(self, loot_list, False) for loot in loot_hit_list: loot_list.remove(loot) self.score += 1 print(self.score) plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False) for p in plat_hit_list: self.collide_delta = 0 # stop jumping self.movey = 0 if self.rect.y > p.rect.y: self.rect.y = p.rect.y+ty else: self.rect.y = p.rect.y-ty ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False) for g in ground_hit_list: self.movey = 0 self.rect.y = worldy-ty-ty self.collide_delta = 0 # stop jumping if self.rect.y > g.rect.y: self.health -=1 print(self.health) if self.collide_delta < 6 and self.jump_delta < 6: self.jump_delta = 6*2 self.movey -= 33 # how high to jump self.collide_delta += 6 self.jump_delta += 6 class Enemy(pygame.sprite.Sprite): ''' Spawn an enemy ''' def __init__(self,x,y,img): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(os.path.join('images',img)) self.movey = 0 #self.image.convert_alpha() #self.image.set_colorkey(ALPHA) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.counter = 0 def move(self): ''' enemy movement ''' distance = 80 speed = 8 self.movey += 3.2 if self.counter >= 0 and self.counter <= distance: self.rect.x += speed elif self.counter >= distance and self.counter <= distance*2: self.rect.x -= speed else: self.counter = 0 self.counter += 1 if not self.rect.y >= worldy-ty-ty: self.rect.y += self.movey plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False) for p in plat_hit_list: self.movey = 0 if self.rect.y > p.rect.y: self.rect.y = p.rect.y+ty else: self.rect.y = p.rect.y-ty ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False) for g in ground_hit_list: self.rect.y = worldy-ty-ty class Level(): def bad(lvl,eloc): if lvl == 1: enemy = Enemy(eloc[0],eloc[1],'yeti.png') # spawn enemy enemy_list = pygame.sprite.Group() # create enemy group enemy_list.add(enemy) # add enemy to group if lvl == 2: print("Level " + str(lvl) ) return enemy_list def loot(lvl,tx,ty): if lvl == 1: loot_list = pygame.sprite.Group() loot = Platform(200,ty*7,tx,ty, 'loot_1.png') loot_list.add(loot) if lvl == 2: print(lvl) return loot_list def ground(lvl,gloc,tx,ty): ground_list = pygame.sprite.Group() i=0 if lvl == 1: while i < len(gloc): ground = Platform(gloc[i],worldy-ty,tx,ty,'ground.png') ground_list.add(ground) i=i+1 if lvl == 2: print("Level " + str(lvl) ) return ground_list def platform(lvl,tx,ty): plat_list = pygame.sprite.Group() ploc = [] i=0 if lvl == 1: ploc.append((20,worldy-ty-128,3)) ploc.append((300,worldy-ty-256,3)) ploc.append((500,worldy-ty-128,4)) while i < len(ploc): j=0 while j <= ploc[i][2]: plat = Platform((ploc[i][0]+(j*tx)),ploc[i][1],tx,ty,'ground.png') plat_list.add(plat) j=j+1 print('run' + str(i) + str(ploc[i])) i=i+1 if lvl == 2: print("Level " + str(lvl) ) return plat_list '''Setup'''worldx = 960worldy = 720 fps = 40 # frame rateani = 4 # animation cyclesclock = pygame.time.Clock()pygame.init()main = True BLUE = (25,25,200)BLACK = (23,23,23 )WHITE = (254,254,254)ALPHA = (0,255,0) world = pygame.display.set_mode([worldx,worldy])backdrop = pygame.image.load(os.path.join('images','stage.png')).convert()backdropbox = world.get_rect()player = Player() # spawn playerplayer.rect.x = 0player.rect.y = 0player_list = pygame.sprite.Group()player_list.add(player)steps = 10forwardx = 600backwardx = 230 eloc = []eloc = [200,20]gloc = []#gloc = [0,630,64,630,128,630,192,630,256,630,320,630,384,630]tx = 64 #tile sizety = 64 #tile size i=0while i <= (worldx/tx)+tx: gloc.append(i*tx) i=i+1 enemy_list = Level.bad( 1, eloc )ground_list = Level.ground( 1,gloc,tx,ty )plat_list = Level.platform( 1,tx,ty )loot_list = Level.loot(1,tx,ty) '''Main loop'''while main == True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit(); sys.exit() main = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT or event.key == ord('a'): print("LEFT") player.control(-steps,0) if event.key == pygame.K_RIGHT or event.key == ord('d'): print("RIGHT") player.control(steps,0) if event.key == pygame.K_UP or event.key == ord('w'): print('jump') if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT or event.key == ord('a'): player.control(steps,0) if event.key == pygame.K_RIGHT or event.key == ord('d'): player.control(-steps,0) if event.key == pygame.K_UP or event.key == ord('w'): player.jump(plat_list) if event.key == ord('q'): pygame.quit() sys.exit() main = False # scroll the world forward if player.rect.x >= forwardx: scroll = player.rect.x - forwardx player.rect.x = forwardx for p in plat_list: p.rect.x -= scroll for e in enemy_list: e.rect.x -= scroll for l in loot_list: l.rect.x -= scroll # scroll the world backward if player.rect.x <= backwardx: scroll = backwardx - player.rect.x player.rect.x = backwardx for p in plat_list: p.rect.x += scroll for e in enemy_list: e.rect.x += scroll for l in loot_list: l.rect.x += scroll world.blit(backdrop, backdropbox) player.gravity() # check gravity player.update() player_list.draw(world) #refresh player position enemy_list.draw(world) # refresh enemies ground_list.draw(world) # refresh enemies plat_list.draw(world) # refresh platforms loot_list.draw(world) # refresh loot for e in enemy_list: e.move() pygame.display.flip() clock.tick(fps)
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