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

在这里插入图片描述

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
在这里插入图片描述

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

在这里插入图片描述
相机随角色移动:
在这里插入图片描述

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

在这里插入图片描述
在这里插入图片描述

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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