小学生python游戏编程arcade----基本知识3
前言
接上篇文章小学生python游戏编程arcade----基本知识1、2,连接如下:小学生python游戏编程arcade----基本知识,小学生python游戏编程arcade----基本知识2
继续解绍arcade游戏编程的基本知识。
多摄象头显得分,title地图加载,精灵分层管理,移动精灵
1、多摄象头显得分
1.1得分
可以收集硬币并获得积分,我们需要一种在屏幕上显示分数的方法。
这个过程比仅仅在X和Y位置绘制一些文本要复杂一些。为了正确绘制文本或任何图形用户界面元素,我们需要使用与绘制场景其余部分所用的相机不同的相机。
这是因为我们在主游戏摄像头上滚动,它随角色移动而移动,但我们希望我们的图形用户界面元素保持不变。使用第二个摄像头可以让我们做到这一点。
初始化
self.camera = None # 摄象机 第一个
self.gui_camera = None # 第二摄象机
setup中:
def setup(self):
# 摄象机
self.camera = arcade.Camera(self.width, self.height)
self.gui_camera = arcade.Camera(self.width, self.height)
1.2 两个摄象机的绘制
draw() 中
def on_draw(self):
self.clear()
self.scene.draw()
self.camera.use() # 摄象机
**self.gui_camera.use()**
# Draw our score on the screen, scrolling it with the viewport
score_text = f"得分: {self.score}"
arcade.draw_text(
score_text,
10,
500,
arcade.csscolor.RED,
18,
)
1.3 效果图
1.4 代码实现
# _*_ coding: UTF-8 _*_
# 开发团队: 信息化未来
# 开发人员: Administrator
# 开发时间:2022/11/4 16:59
# 文件名称: game1.py
# 开发工具: PyCharm
import arcade
# 设置
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 650
SCREEN_TITLE = "我的游戏"
# 常量用于从原始大小缩放精灵
CHARACTER_SCALING = 1
TILE_SCALING = 0.5
PLAYER_MOVEMENT_SPEED = 2.5
# 重力
GRAVITY = 1
PLAYER_JUMP_SPEED = 20
class MyGame(arcade.Window):
def __init__(self):
# 初始化窗体
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.scene = None
self.player_sprite = None
arcade.set_background_color(arcade.csscolor.BLUE)
self.physics_engine = None
self.camera = None # 摄象机
self.gui_camera = None # 第二摄象机
self.score = 0
# 加载声音
self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")
self.jump_sound = arcade.load_sound("sounds/s3.wav")
def setup(self):
# 摄象机
self.camera = arcade.Camera(self.width, self.height)
self.gui_camera = arcade.Camera(self.width, self.height)
# 初始化场景
self.scene = arcade.Scene()
# 添加精灵列表
self.scene.add_sprite_list("Player")
self.scene.add_sprite_list("Walls", use_spatial_hash=True)
# 添加角色.
image_source = "images/1-1.png"
self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
self.player_sprite.center_x = 264
self.player_sprite.center_y = 128
self.scene.add_sprite("Player", self.player_sprite)
wall = arcade.Sprite("images/房子.png", TILE_SCALING)
wall.center_x = SCREEN_WIDTH /2
wall.center_y = SCREEN_HEIGHT /2+200
self.scene.add_sprite("Walls", wall)
for x in range(0, 1250, 64):
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", TILE_SCALING)
wall.center_x = x
wall.center_y = 32
self.scene.add_sprite("Walls", wall)
for x in range(128, 1250, 125):
coin = arcade.Sprite(":resources:images/items/coinGold.png", 0.5)
coin.center_x =x
coin.center_y = 96
self.scene.add_sprite("Coins", coin)
# 物理引擎
# self.physics_engine = arcade.PhysicsEngineSimple(
# self.player_sprite, self.scene.get_sprite_list("Walls"))
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, gravity_constant=GRAVITY, walls=self.scene["Walls"]
)
def on_draw(self):
self.clear()
self.scene.draw()
self.camera.use() # 摄象机
self.gui_camera.use()
# Draw our score on the screen, scrolling it with the viewport
score_text = f"得分: {self.score}"
arcade.draw_text(
score_text,
10,
500,
arcade.csscolor.RED,
18,
)
def on_key_press(self, key, modifiers):
"""每当按下键时调用."""
if key == arcade.key.UP or key == arcade.key.W:
if self.physics_engine.can_jump():
self.player_sprite.change_y = PLAYER_JUMP_SPEED
arcade.play_sound(self.jump_sound)
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""Called when the user releases a key."""
if key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = 0
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = 0
def center_camera_to_player(self):
screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.player_sprite.center_y - (
self.camera.viewport_height / 2
)
# Don't let camera travel past 0
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
player_centered = screen_center_x, screen_center_y
self.camera.move_to(player_centered)
def on_update(self, delta_time):
"""运动和游戏逻辑"""
# 检测磁到的金币
coin_hit_list = arcade.check_for_collision_with_list(
self.player_sprite, self.scene["Coins"])
# 删除金币
for coin in coin_hit_list:
coin.remove_from_sprite_lists() # 删除金币
arcade.play_sound(self.collect_coin_sound)
self.score += 1
self.physics_engine.update() # 运用引擎移动角色
self.center_camera_to_player() # 摄象机
def main():
"""主程序"""
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
2、title地图加载
2.1地图编辑器及资源
地图编辑器来构建地图,然后将其加载到 Mapfile 中,而不是使用特定点通过代码放置瓷砖。
要开始,请下载并安装 Tiled Map Editor 。(考虑一下捐赠,因为这是一个免费提供的很棒的项目。)
在https://doc.mapeditor.org/,上已经有很好的文档可用,假设您已经熟悉如何使用Tabled创建地图。如果不是,您可以查看平铺文档并返回到此处。
后以文章都将使用这种tile地图。如果您还不想创建自己的,Arade附带了几个示例 resources 文件夹,所以如果您不想创建自己的地图,可以使用resoures方件夹下的资源
2.2 加载地图,可以直接从地图创建场景,还有精灵列表,很方便
# 初始化场景
# self.scene = arcade.Scene()
#
map_name = "地图/家1.json"
# 层属性
layer_options = {
"Platforms": {
"use_spatial_hash": True,
},
}
# 读地图文件
self.tile_map = arcade.load_tilemap(map_name, TILE_SCALING, layer_options)
# 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。
self.scene = arcade.Scene.from_tilemap(self.tile_map)
2.3 效果图
相机随角色移动:
2.4 代码实现
# _*_ coding: UTF-8 _*_
# 开发团队: 信息化未来
# 开发人员: Administrator
# 开发时间:2022/11/4 16:59
# 文件名称: game1.py
# 开发工具: PyCharm
import arcade
# 设置
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 650
SCREEN_TITLE = "我的游戏"
# 常量用于从原始大小缩放精灵
CHARACTER_SCALING = 1
TILE_SCALING = 1
PLAYER_MOVEMENT_SPEED = 2.5
# 重力
GRAVITY = 1
PLAYER_JUMP_SPEED = 20
class MyGame(arcade.Window):
def __init__(self):
# 初始化窗体
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.scene = None
self.player_sprite = None
arcade.set_background_color(arcade.csscolor.BLUE)
self.physics_engine = None
self.camera = None # 摄象机
self.gui_camera = None # 第二摄象机
self.score = 0
# 加载声音
self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")
self.jump_sound = arcade.load_sound("sounds/s3.wav")
# 设置地图
self.tile_map = None
def setup(self):
# 摄象机
self.camera = arcade.Camera(self.width, self.height)
self.gui_camera = arcade.Camera(self.width, self.height)
# 初始化场景
# self.scene = arcade.Scene()
#
map_name = "地图/家1.json"
# 层属性
layer_options = {
"Platforms": {
"use_spatial_hash": True,
},
}
# 读地图文件
self.tile_map = arcade.load_tilemap(map_name, TILE_SCALING, layer_options)
# 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。
self.scene = arcade.Scene.from_tilemap(self.tile_map)
# 添加精灵列表
self.scene.add_sprite_list("Player")
self.scene.add_sprite_list("Walls", use_spatial_hash=True)
# 添加角色.
image_source = "images/1-1.png"
self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
self.player_sprite.center_x = 264
self.player_sprite.center_y = 128
self.scene.add_sprite("Player", self.player_sprite)
wall = arcade.Sprite("images/房子.png", TILE_SCALING)
wall.center_x = SCREEN_WIDTH /2
wall.center_y = SCREEN_HEIGHT /2+200
self.scene.add_sprite("Walls", wall)
for x in range(0, 1250, 64):
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", TILE_SCALING)
wall.center_x = x
wall.center_y = 32
self.scene.add_sprite("Walls", wall)
for x in range(128, 1250, 125):
coin = arcade.Sprite(":resources:images/items/coinGold.png", 0.5)
coin.center_x =x
coin.center_y = 96
self.scene.add_sprite("Coins", coin)
# 物理引
# self.physics_engine = arcade.PhysicsEngineSimple(
# self.player_sprite, self.scene.get_sprite_list("Walls"))
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, gravity_constant=GRAVITY, walls=self.scene["Walls"]
)
# Set the background color
if self.tile_map.background_color:
arcade.set_background_color(self.tile_map.background_color)
def on_draw(self):
self.clear()
self.camera.use() # 摄象机
self.scene.draw()
self.gui_camera.use() # 以上三行,顺序很重要,不信试试
# Draw our score on the screen, scrolling it with the viewport
score_text = f"得分: {self.score}"
arcade.draw_text(score_text, 10, 500, arcade.csscolor.RED, 28,)
def on_key_press(self, key, modifiers):
"""每当按下键时调用."""
if key == arcade.key.UP or key == arcade.key.W:
if self.physics_engine.can_jump():
self.player_sprite.change_y = PLAYER_JUMP_SPEED
arcade.play_sound(self.jump_sound)
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""键盘释放时"""
if key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = 0
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = 0
def center_camera_to_player(self):
"""摄相机随角色移动"""
screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.player_sprite.center_y - (self.camera.viewport_height / 2)
# 防止相机出界
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
player_centered = screen_center_x, screen_center_y
self.camera.move_to(player_centered)
def on_update(self, delta_time):
"""运动和游戏逻辑"""
# 检测磁到的金币
coin_hit_list = arcade.check_for_collision_with_list(
self.player_sprite, self.scene["Coins"])
# 删除金币
for coin in coin_hit_list:
coin.remove_from_sprite_lists() # 删除金币
arcade.play_sound(self.collect_coin_sound)
self.score += 1
self.physics_engine.update() # 运用引擎移动角色
self.center_camera_to_player() # 摄象机
def main():
"""主程序"""
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
3、精灵分层管理
3.1 多层地图的实现
新的层,包括前景、背景和“不要触摸”
背景层将出现在玩家的后面
前景层将出现在玩家面前
不要触摸层将导致玩家重置到开始位置
3.2 关健点,角色可选择插入到某层前或后
# 添加精灵列表,把玩家放在哪一层,前后层在此关健
self.scene.add_sprite_list_after("Player", LAYER_platforms)
# self.scene.add_sprite_list("Player")
# self.scene.add_sprite_list("Walls", use_spatial_hash=True)
# 添加角色.
image_source = "images/1-1.png"
self.player_sprite = arcade.Sprite(image_source, CHARACTER_Scaling)
# self.player_sprite.center_x = 264
# self.player_sprite.center_y = 128
self.player_sprite.center_x = PLAYER_start_x
self.player_sprite.center_y = PLAYER_start_y
self.scene.add_sprite("Player", self.player_sprite)
3.3 效果图
3.4 代码实现
# _*_ coding: UTF-8 _*_
# 开发人员: Administrator
# 开发时间:2022/11/5 16:59
import arcade
# 设置
SCREEN_width = 1000
SCREEN_height = 650
SCREEN_title = "我的游戏"
# 常量用于从原始大小缩放精灵
CHARACTER_Scaling = 1
PLAYER_movement_speed = 5
TILE_Scaling = 2
COIN_Scaling = 0.5
SPRITE_pixel_size = 128
GRID_pixel_size = SPRITE_pixel_size * TILE_Scaling
# 重力
GRAVITY = 1
PLAYER_jump_speed = 25
PLAYER_start_x = 64
PLAYER_start_y = 225
# 层名 此处的层名应为地图文件中的层名,
LAYER_platforms = "grass"
LAYER_tree = "tree"
class MyGame(arcade.Window):
def __init__(self):
# 初始化窗体
super().__init__(SCREEN_width, SCREEN_height, SCREEN_title)
self.scene = None
self.player_sprite = None
arcade.set_background_color(arcade.csscolor.BLUE)
self.physics_engine = None
self.camera = None # 摄象机
self.gui_camera = None # 第二摄象机
self.score = 0
# 加载声音
self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")
self.jump_sound = arcade.load_sound("sounds/s3.wav")
self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
# 设置地图
self.tile_map = None
# 是否重新设置分数
self.reset_score = True
# 地图的最右边
self.end_of_map = 0
# 关卡级别
self.level = 1
def setup(self):
# 摄象机
self.camera = arcade.Camera(self.width, self.height)
self.gui_camera = arcade.Camera(self.width, self.height)
# 初始化场景
# self.scene = arcade.Scene()
#
map_name = f"地图\家1.json" # jia{self.level}.json"
# 层属性
layer_options = {
LAYER_platforms: {
"use_spatial_hash": True,
},
LAYER_tree: {
"use_spatial_hash": False,
},
}
# 读地图文件
self.tile_map = arcade.load_tilemap(map_name, TILE_Scaling, layer_options)
print(self.tile_map.properties)
# print(self.tile_map.get_tilemap_layer())
# 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。
self.scene = arcade.Scene.from_tilemap(self.tile_map)
print('精灵列表', self.scene)
if self.reset_score:
self.score = 0
self.reset_score = True
self.end_of_map = self.tile_map.width * GRID_pixel_size
# 添加精灵列表,把玩家放在哪一层,前后层在此关健
self.scene.add_sprite_list_after("Player", LAYER_platforms)
# self.scene.add_sprite_list("Player")
# self.scene.add_sprite_list("Walls", use_spatial_hash=True)
# 添加角色.
image_source = "images/1-1.png"
self.player_sprite = arcade.Sprite(image_source, CHARACTER_Scaling)
# self.player_sprite.center_x = 264
# self.player_sprite.center_y = 128
self.player_sprite.center_x = PLAYER_start_x
self.player_sprite.center_y = PLAYER_start_y
self.scene.add_sprite("Player", self.player_sprite)
# self.physics_engine = arcade.PhysicsEnginePlatformer(
# self.player_sprite, gravity_constant=GRAVITY, walls=self.scene[LAYER_tree]
# ) # 此处的walls=指定支撑图层
self.physics_engine = arcade.PhysicsEngineSimple(
self.player_sprite, self.scene.get_sprite_list("fz"))
# 设置背景色
if self.tile_map.background_color:
arcade.set_background_color(self.tile_map.background_color)
def on_draw(self):
self.clear()
self.camera.use() # 摄象机
self.scene.draw() # 摄相机与scence的顺序不能放错,否则不会移动
self.gui_camera.use()
# 在屏幕上绘制分数,用屏幕滚动
score_text = f"得分: {self.score}"
arcade.draw_text(score_text, 10, 500, arcade.csscolor.RED, 18, )
def on_key_press(self, key, modifiers):
"""每当按下键时调用."""
# if key == arcade.key.UP or key == arcade.key.W:
# if self.physics_engine.can_jump():
# self.player_sprite.change_y = PLAYER_jump_speed
# arcade.play_sound(self.jump_sound)
if key == arcade.key.UP or key == arcade.key.W:
self.player_sprite.change_y = PLAYER_movement_speed
elif key == arcade.key.DOWN or key == arcade.key.S:
self.player_sprite.change_y = -PLAYER_movement_speed
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = -PLAYER_movement_speed
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = PLAYER_movement_speed
def on_key_release(self, key, modifiers):
"""键盘释放时"""
if key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = 0
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = 0
elif key == arcade.key.UP or key == arcade.key.W:
self.player_sprite.change_y = 0
elif key == arcade.key.DOWN or key == arcade.key.S:
self.player_sprite.change_y = 0
def center_camera_to_player(self):
"""摄相机随角色移动"""
screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.player_sprite.center_y - (self.camera.viewport_height / 2)
# 防止相机出界
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
player_centered = screen_center_x, screen_center_y
# print(player_centered)
self.camera.move_to(player_centered)
# print(self.player_sprite.center_x)
def on_update(self, delta_time):
"""运动和游戏逻辑"""
self.physics_engine.update() # 运用引擎移动角色
# # 检测磁到的金币
# coin_hit_list = arcade.check_for_collision_with_list(
# self.player_sprite, self.scene["Coins"])
#
# # 删除金币
# for coin in coin_hit_list:
# coin.remove_from_sprite_lists() # 删除金币
# arcade.play_sound(self.collect_coin_sound)
# self.score += 1
# 掉下或level达到最后一关时,游戏结束,或重新开始
if self.player_sprite.center_y < -100 or self.level==3:
self.player_sprite.center_x = PLAYER_start_x
self.player_sprite.center_y = PLAYER_start_y
arcade.play_sound(self.game_over)
# # 碰到不可碰物品,如水火,当前关卡重新开始
# if arcade.check_for_collision_with_list(
# self.player_sprite, self.scene[LAYER_dont_touch]):
# self.player_sprite.change_x = 0
# self.player_sprite.change_y = 0
# self.player_sprite.center_x = PLAYER_start_x
# self.player_sprite.center_y = PLAYER_start_y
# arcade.play_sound(self.game_over)
# 是否走到地图尽头
if self.player_sprite.center_x >= self.end_of_map:
# 关卡升级
self.level += 1
# 不需重新积分
self.reset_score = False
# 加载下个场景
self.setup()
self.center_camera_to_player() # 摄象机
def main():
"""主程序"""
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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