角色朝向玩家示例

"""
角色朝向玩家示例,Python少儿创意编程
注释的翻译是风火轮少儿编程作者:李兴球

"""

import random
import arcade
import os

# --- 常量定义 ---
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_COIN = 0.2
COIN_COUNT = 50

SCREEN_WIDTH = 800     
SCREEN_HEIGHT = 600
SCREEN_TITLE = "角色朝向玩家示例"

SPRITE_SPEED = 0.5

class Coin(arcade.Sprite):
    """
    此类代表金币类,它是Sprite的子弹
    """

    def follow_sprite(self, player_sprite):
        """
        此函数让self朝player_sprite方向移动  

        下面使用min函数,当两者距离小于SPRITE_SPEED就用这个更小的
        译:lixingqiu
        """

        if self.center_y < player_sprite.center_y:
            self.center_y += min(SPRITE_SPEED, player_sprite.center_y - self.center_y)
        elif self.center_y > player_sprite.center_y:
            self.center_y -= min(SPRITE_SPEED, self.center_y - player_sprite.center_y)

        if self.center_x < player_sprite.center_x:
            self.center_x += min(SPRITE_SPEED, player_sprite.center_x - self.center_x)
        elif self.center_x > player_sprite.center_x:
            self.center_x -= min(SPRITE_SPEED, self.center_x - player_sprite.center_x)


class MyGame(arcade.Window):
    """ Our custom Window Class"""

    def __init__(self):
        """ Initializer """
        # 调用父类方法创建窗口
        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)

        # 定义角色列表变量
        self.player_list = None
        self.coin_list = None

        # 定义玩家信息
        self.player_sprite = None
        self.score = 0

        # 隐藏鼠标指针
        self.set_mouse_visible(False)

        arcade.set_background_color(arcade.color.AMAZON)

    def setup(self):
        """ 设置与初始化相关变量 """

        # 实例化角色列表
        self.player_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()

        # 定义玩家得分初始值
        self.score = 0

        # 实例化玩家       
        self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING_PLAYER)
        self.player_sprite.center_x = 50 # 设置初始x坐标
        self.player_sprite.center_y = 50 # 设置初始y坐标
        self.player_list.append(self.player_sprite)

        # 生成一些金币
        for i in range(COIN_COUNT):

            # 实例化金币
            coin = Coin("images/coin_01.png", SPRITE_SCALING_COIN)

            # 放到随机坐标
            coin.center_x = random.randrange(SCREEN_WIDTH)
            coin.center_y = random.randrange(SCREEN_HEIGHT)

            # 增加金币到列表
            self.coin_list.append(coin)

    def on_draw(self):
        """ Draw everything """
        arcade.start_render()
        self.coin_list.draw()
        self.player_list.draw()

        # Put the text on the screen.
        output = f"Score: {self.score}"
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)

    def on_mouse_motion(self, x, y, dx, dy):
        """鼠标移动事件"""

        # Move the center of the player sprite to match the mouse x, y
        self.player_sprite.center_x = x
        self.player_sprite.center_y = y

    def update(self, delta_time):
        """ 每帧更新的方法 """

        for coin in self.coin_list:
            coin.follow_sprite(self.player_sprite)

        # 玩家和金币的碰撞检测
        hit_list = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)

        # 碰到的金币被删除
        for coin in hit_list:
            coin.kill()
            self.score += 1


def main():
    """ Main method """
    window = MyGame()
    window.setup()
    arcade.run()

if __name__ == "__main__":
    main()

更多此类,请打开本人博客lixingqiu.com

在 Unity 中,角色移动可以通过使用脚本实现。下面是一个简单的代码示例,使用键盘控制角色移动: ``` using UnityEngine; public class PlayerMovement : MonoBehaviour { public float speed = 6f; Vector3 movement; Animator anim; Rigidbody playerRigidbody; int floorMask; float camRayLength = 100f; void Awake () { floorMask = LayerMask.GetMask ("Floor"); anim = GetComponent <Animator> (); playerRigidbody = GetComponent <Rigidbody> (); } void FixedUpdate () { float h = Input.GetAxisRaw ("Horizontal"); float v = Input.GetAxisRaw ("Vertical"); Move (h, v); Turning (); Animating (h, v); } void Move (float h, float v) { movement.Set (h, 0f, v); movement = movement.normalized * speed * Time.deltaTime; playerRigidbody.MovePosition (transform.position + movement); } void Turning () { Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); RaycastHit floorHit; if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) { Vector3 playerToMouse = floorHit.point - transform.position; playerToMouse.y = 0f; Quaternion newRotation = Quaternion.LookRotation (playerToMouse); playerRigidbody.MoveRotation (newRotation); } } void Animating (float h, float v) { bool walking = h != 0f || v != 0f; anim.SetBool ("IsWalking", walking); } } ``` 该代码使用 `Input.GetAxisRaw` 函数获取玩家输入的水平和垂直方向,然后使用 `Move` 函数对角色位置进行更新。其中 `Turning` 函数用于实现鼠标控制角色朝向,`Animating` 函数用于更新角色动画。
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