Как я могу создать двухмерную прокрутку плитки в Pygame?Python

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Anonymous
 Как я могу создать двухмерную прокрутку плитки в Pygame?

Сообщение Anonymous »

Я создаю игру RPG, как и игра, однако, я абсолютно понятия не имею, как прокручивать карту, чтобы игрок был в центре. Любые другие предложения, которые у вас могут иметь, также будут высоко оценены! Спасибо за вашу помощь! Вот мой код: < /p>

import pygame
from pytmx import load_pygame

pygame.init()

transparent = (0,0,0,0)
black = (0,0,0)
white = (255,255,255)
x,y = 0,0

moveSpeed = 5

#create window
screenSize = (800,600)
screen = pygame.display.set_mode(screenSize)
pygame.display.set_caption("Frozen")

gameMap = load_pygame("Frozen.tmx")

def getMap(layer):
#creates list of single tiles
images = []
for y in range(50):
for x in range(50):
image = gameMap.get_tile_image(x,y,layer)
images.append(image)

#displays tiles in locations
i = 0
for y in range(50):
for x in range(50):
screen.blit(images,(x*32,y*32))
i += 1

def getProperties():
#gets properties of tiles in map
properties = []
for y in range(50):
for x in range(50):
tileProperties = gameMap.get_tile_properties(x,y,3)
properties.append(tileProperties)
return properties

def createBoxes():
#creates collision rectangles for unpassable tiles
noWalkLocs = []
rects = []
i = 0
testSurf = pygame.Surface(screenSize).convert_alpha()
testSurf.fill(transparent)
for y in range(50):
for x in range(50):
tileProperties = properties
walkable = tileProperties.get("walkable")
if walkable == "False":
rect = pygame.draw.rect(testSurf,(0,0,0, 0),(x*32,y*32,32,32))
rects.append(rect)
i += 1
return rects

def getCollisions():
global x
global y
collisionLoc = player.rect.collidelist(rects)
collision = rects[collisionLoc]
if player.rect.collidepoint(collision.bottomleft):
if x > 0 and y < 0:
player.rect.topright = collision.bottomleft
x,y = 0, 0
elif x > 0:
player.rect.right = collision.left
x =0
elif y < 0:
player.rect.top = collision.bottom
y = 0
elif player.rect.collidepoint(collision.topleft):
if x > 0 and y > 0:
player.rect.bottomright = collision.topleft
x,y = 0, 0
elif x > 0:
player.rect.right = collision.left
x =0
elif y > 0:
player.rect.bottom = collision.top
y = 0
elif player.rect.collidepoint(collision.bottomright):
if x < 0 and y 0:
player.rect.bottomleft = collision.topright
x,y = 0, 0
elif x < 0:
player.rect.left = collision.right
x =0
elif y > 0:
player.rect.bottom = collision.top
y = 0
elif player.rect.collidepoint(collision.midbottom):
player.rect.top = collision.bottom
y = 0
elif player.rect.collidepoint(collision.midtop):
player.rect.bottom = collision.top
y = 0
elif player.rect.collidepoint(collision.midright):
player.rect.left = collision.right
x = 0
elif player.rect.collidepoint(collision.midleft):
player.rect.right = collision.left
x = 0
return player.rect.x, player.rect.y, x, y

class sprite(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)

self.x,self.y = x,y

self.image = standFront

self.rect = self.image.get_rect()

self.frontImages = [standFront,walkFront1,walkFront2,walkFront3]

self.backImages = [standBack,walkBack1,walkBack2,walkBack3]

self.leftImages = [standLeft,walkLeft1,walkLeft2,walkLeft3]

self.rightImages = [standRight,walkRight1,walkRight2,walkRight3]

self.index = 0

def walkFront(self):
self.index += 1
if self.index >= len(self.frontImages):
self.index=0
self.image = self.frontImages[self.index]

def walkBack(self):
self.index += 1
if self.index >= len(self.backImages):
self.index=0
self.image = self.backImages[self.index]

def walkLeft(self):
self.index += 1
if self.index >= len(self.leftImages):
self.index=0
self.image = self.leftImages[self.index]

def walkRight(self):
self.index += 1
if self.index >= len(self.rightImages):
self.index=0
self.image = self.rightImages[self.index]

def render(self):
screen.blit(self.image,(self.x,self.y))
self.rect.x, self.rect.y = self.x, self.y

#loads images
standFront = pygame.image.load("Images/Elsa Sprite/WalkFront/StandFront.png").convert_alpha()
walkFront1 = pygame.image.load("Images/Elsa Sprite/WalkFront/WalkFront1.png").convert_alpha()
walkFront2 = pygame.image.load("Images/Elsa Sprite/WalkFront/WalkFront2.png").convert_alpha()
walkFront3 = pygame.image.load("Images/Elsa Sprite/WalkFront/WalkFront3.png").convert_alpha()

standBack = pygame.image.load("Images/Elsa Sprite/WalkBack/StandBack.png").convert_alpha()
walkBack1 = pygame.image.load("Images/Elsa Sprite/WalkBack/WalkBack1.png").convert_alpha()
walkBack2 = pygame.image.load("Images/Elsa Sprite/WalkBack/WalkBack2.png").convert_alpha()
walkBack3 = pygame.image.load("Images/Elsa Sprite/WalkBack/WalkBack3.png").convert_alpha()

standLeft = pygame.image.load("Images/Elsa Sprite/WalkLeft/StandLeft.png").convert_alpha()
walkLeft1 = pygame.image.load("Images/Elsa Sprite/WalkLeft/WalkLeft1.png").convert_alpha()
walkLeft2 = pygame.image.load("Images/Elsa Sprite/WalkLeft/WalkLeft2.png").convert_alpha()
walkLeft3 = pygame.image.load("Images/Elsa Sprite/WalkLeft/WalkLeft3.png").convert_alpha()

standRight = pygame.image.load("Images/Elsa Sprite/WalkRight/StandRight.png").convert_alpha()
walkRight1 = pygame.image.load("Images/Elsa Sprite/WalkRight/WalkRight1.png").convert_alpha()
walkRight2 = pygame.image.load("Images/Elsa Sprite/WalkRight/WalkRight2.png").convert_alpha()
walkRight3 = pygame.image.load("Images/Elsa Sprite/WalkRight/WalkRight3.png").convert_alpha()

#creates tick
clock = pygame.time.Clock()

#creates player
player = sprite(250, 300)

properties = getProperties()
rects = createBoxes()

#main loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False

#gets keypresses
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x, y = 0, 0
x -= moveSpeed
elif event.key == pygame.K_RIGHT:
x, y = 0, 0
x += moveSpeed
elif event.key == pygame.K_UP:
x, y = 0, 0
y -= moveSpeed
elif event.key == pygame.K_DOWN:
x, y = 0, 0
y += moveSpeed

if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
x = 0
player.image = player.leftImages[0]
elif event.key == pygame.K_RIGHT:
x = 0
player.image = player.rightImages[0]
elif event.key == pygame.K_UP:
y = 0
player.image = player.backImages[0]
elif event.key == pygame.K_DOWN:
y = 0
player.image = player.frontImages[0]

player.x += x
player.y += y

if y > 0:
player.walkFront()
if y < 0:
player.walkBack()
if x > 0:
player.walkRight()
if x < 0:
player.walkLeft()

getMap(0)
getMap(1)
getMap(2)
player.render()
pygame.display.flip()

player.rect.x, player.rect.y, x, y = getCollisions()
player.x, player.y = player.rect.x, player.rect.y

clock.tick(10)
pygame.quit()


Подробнее здесь: https://stackoverflow.com/questions/291 ... -in-pygame
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