如何在 Pygame 中移动你的游戏字符
先决条件: Pygame
Pygame是一组跨平台的Python模块,专为编写视频游戏而设计。它包括旨在与Python编程语言一起使用的计算机图形和声音库。您可以使用 pygame 创建不同类型的游戏,包括街机游戏、平台游戏等等。
使用中的图像:
您可以控制玩家的移动。为此,首先使用 pygame 的 display.set_mode() 方法创建一个显示表面对象,并使用 pygame 的 image.load() 方法添加玩家的精灵。 set_mode()函数用于初始化显示表面或窗口。 size 参数是一对代表宽度和高度的数字。 flags 参数是附加选项的集合。 depth 参数表示用于颜色的位数。
句法:
set_mode(size=(0, 0), flags=0, depth=0, display=0, vsync=0)
创建一个变量来存储玩家的速度。设置玩家的初始坐标。现在,根据键盘事件(即键状态改变时发生的事件)更改播放器的 x 和 y 坐标。
blit(surface,surfacerect)函数用于在屏幕上绘制图像。
句法:
blit(surface, surfacerect)
为了从队列中收集所有事件,使用事件模块的 get()函数,然后我们使用 for 循环迭代所有事件。
句法:
get(eventtype=None)
使用显示模块的 update()函数更新屏幕。
句法:
update(rectangle=None)
下面是实现。
示例:玩家移动程序
Python3
# Importing pygame module
import pygame
from pygame.locals import *
# initiate pygame and give permission
# to use pygame's functionality.
pygame.init()
# create the display surface object
# of specific dimension.
window = pygame.display.set_mode((600, 600))
# Add caption in the window
pygame.display.set_caption('Player Movement')
# Add player sprite
image = pygame.image.load(r'Player_image.png')
# Store the initial
# coordinates of the player in
# two variables i.e. x and y.
x = 100
y = 100
# Create a variable to store the
# velocity of player's movement
velocity = 12
# Creating an Infinite loop
run = True
while run:
# Filling the background with
# white color
window.fill((255, 255, 255))
# Display the player sprite at x
# and y coordinates
window.blit(image, (x, y))
# iterate over the list of Event objects
# that was returned by pygame.event.get()
# method.
for event in pygame.event.get():
# Closing the window and program if the
# type of the event is QUIT
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
# Checking event key if the type
# of the event is KEYDOWN i.e.
# keyboard button is pressed
if event.type == pygame.KEYDOWN:
# Decreasing the x coordinate
# if the button pressed is
# Left arrow key
if event.key == pygame.K_LEFT:
x -= velocity
# Increasing the x coordinate
# if the button pressed is
# Right arrow key
if event.key == pygame.K_RIGHT:
x += velocity
# Decreasing the y coordinate
# if the button pressed is
# Up arrow key
if event.key == pygame.K_UP:
y -= velocity
# Increasing the y coordinate
# if the button pressed is
# Down arrow key
if event.key == pygame.K_DOWN:
y += velocity
# Draws the surface object to the screen.
pygame.display.update()
Python3
# Importing pygame module
import pygame
from pygame.locals import *
# initiate pygame and give permission
# to use pygame's functionality.
pygame.init()
# create the display surface object
# of specific dimension.
window = pygame.display.set_mode((600, 600))
# Add caption in the window
pygame.display.set_caption('Player Movement')
# Initializing the clock
# Clocks are used to track and
# control the frame-rate of a game
clock = pygame.time.Clock()
# Add player sprite
image = pygame.image.load(r'Player_image.png')
# Store the initial
# coordinates of the player in
# two variables i.e. x and y.
x = 100
y = 100
# Create a variable to store the
# velocity of player's movement
velocity = 12
# Creating an Infinite loop
run = True
while run:
# Set the frame rates to 60 fps
clock.tick(60)
# Filling the background with
# white color
window.fill((255, 255, 255))
# Display the player sprite at x
# and y coordinates
window.blit(image, (x, y))
# iterate over the list of Event objects
# that was returned by pygame.event.get() method.
for event in pygame.event.get():
# Closing the window and program if the
# type of the event is QUIT
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
# Storing the key pressed in a
# new variable using key.get_pressed()
# method
key_pressed_is = pygame.key.get_pressed()
# Changing the coordinates
# of the player
if key_pressed_is[K_LEFT]:
x -= 8
if key_pressed_is[K_RIGHT]:
x += 8
if key_pressed_is[K_UP]:
y -= 8
if key_pressed_is[K_DOWN]:
y += 8
# Draws the surface object to the screen.
pygame.display.update()
Python3
# Importing pygame module
import pygame
from pygame.locals import *
# initiate pygame and give permission
# to use pygame's functionality.
pygame.init()
# create the display surface object
# of specific dimension.
window = pygame.display.set_mode((600, 600))
# Add caption in the window
pygame.display.set_caption('Player Movement')
# Initializing the clock
# Clocks are used to track and
# control the frame-rate of a game
clock = pygame.time.Clock()
# creating a variable to check the direction
# of movement
# We will change its value whenever
# the player changes its direction
direction = True
# Add player sprite
image = pygame.image.load(r'Player_image.png')
# Store the initial
# coordinates of the player in
# two variables i.e. x and y.
x = 100
y = 100
# Create a variable to store the
# velocity of player's movement
velocity = 12
# Creating an Infinite loop
run = True
while run:
# Set the frame rates to 60 fps
clock.tick(60)
# Filling the background with
# white color
window.fill((255, 255, 255))
# Display the player sprite at x
# and y coordinates
# Flipping the player sprite if player
# changes the direction
if direction == True:
window.blit(image, (x, y))
if direction == False:
window.blit(pygame.transform.flip(image, True, False), (x, y))
# iterate over the list of Event objects
# that was returned by pygame.event.get() method.
for event in pygame.event.get():
# Closing the window and program if the
# type of the event is QUIT
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
# Changing the value of the
# direction variable
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
direction = True
elif event.key == pygame.K_LEFT:
direction = False
# Storing the key pressed in a
# new variable using key.get_pressed()
# method
key_pressed_is = pygame.key.get_pressed()
# Changing the coordinates
# of the player
if key_pressed_is[K_LEFT]:
x -= 5
if key_pressed_is[K_RIGHT]:
x += 5
if key_pressed_is[K_UP]:
y -= 5
if key_pressed_is[K_DOWN]:
y += 5
# Draws the surface object to the screen.
pygame.display.update()
Python3
# Importing pygame module
import pygame
from pygame.locals import *
# initiate pygame and give permission
# to use pygame's functionality.
pygame.init()
# create the display surface object
# of specific dimension.
window = pygame.display.set_mode((600, 600))
# Add caption in the window
pygame.display.set_caption('Player Movement')
# Initializing the clock
# Clocks are used to track and
# control the frame-rate of a game
clock = pygame.time.Clock()
# creating a variable to check the direction
# of movement
# We will change its value whenever
# the player changes its direction
direction = True
# Add player sprites in a list
image = [pygame.image.load(r'Player_image1.png'),
pygame.image.load(r'Player_image2.png')]
# Store the initial
# coordinates of the player in
# two variables i.e. x and y.
x = 100
y = 100
# Create a variable to store the
# velocity of player's movement
velocity = 12
# Creating an Infinite loop
run = True
while run:
# Set the frame rates to 60 fps
clock.tick(60)
# Filling the background with
# white color
window.fill((255, 255, 255))
# Display the player sprite at x
# and y coordinates
# Changing the player sprite if player
# changes the direction
if direction == True:
window.blit(image[0], (x, y))
if direction == False:
window.blit(image[1], (x, y))
# iterate over the list of Event objects
# that was returned by pygame.event.get() method.
for event in pygame.event.get():
# Closing the window and program if the
# type of the event is QUIT
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
# Changing the value of the
# direction variable
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
direction = True
elif event.key == pygame.K_LEFT:
direction = False
# Storing the key pressed in a
# new variable using key.get_pressed()
# method
key_pressed_is = pygame.key.get_pressed()
# Changing the coordinates
# of the player
if key_pressed_is[K_LEFT]:
x -= 5
if key_pressed_is[K_RIGHT]:
x += 5
if key_pressed_is[K_UP]:
y -= 5
if key_pressed_is[K_DOWN]:
y += 5
# Draws the surface object to the screen.
pygame.display.update()
输出:
玩家也可以连续移动。为此,除了要进行一些更改外,其他一切都保持不变。在这里,我们创建了一个新的时钟对象来使用 clock() 控制游戏的帧速率。
句法:
Clock()
创建一个新变量(名为 key_pressed_is)来存储用户按下的键。为此,我们使用 key 模块的 get_pressed()函数。
句法:
get_pressed()
它返回一个布尔值序列,表示键盘上每个键的状态。
示例:在连续移动中移动玩家
蟒蛇3
# Importing pygame module
import pygame
from pygame.locals import *
# initiate pygame and give permission
# to use pygame's functionality.
pygame.init()
# create the display surface object
# of specific dimension.
window = pygame.display.set_mode((600, 600))
# Add caption in the window
pygame.display.set_caption('Player Movement')
# Initializing the clock
# Clocks are used to track and
# control the frame-rate of a game
clock = pygame.time.Clock()
# Add player sprite
image = pygame.image.load(r'Player_image.png')
# Store the initial
# coordinates of the player in
# two variables i.e. x and y.
x = 100
y = 100
# Create a variable to store the
# velocity of player's movement
velocity = 12
# Creating an Infinite loop
run = True
while run:
# Set the frame rates to 60 fps
clock.tick(60)
# Filling the background with
# white color
window.fill((255, 255, 255))
# Display the player sprite at x
# and y coordinates
window.blit(image, (x, y))
# iterate over the list of Event objects
# that was returned by pygame.event.get() method.
for event in pygame.event.get():
# Closing the window and program if the
# type of the event is QUIT
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
# Storing the key pressed in a
# new variable using key.get_pressed()
# method
key_pressed_is = pygame.key.get_pressed()
# Changing the coordinates
# of the player
if key_pressed_is[K_LEFT]:
x -= 8
if key_pressed_is[K_RIGHT]:
x += 8
if key_pressed_is[K_UP]:
y -= 8
if key_pressed_is[K_DOWN]:
y += 8
# Draws the surface object to the screen.
pygame.display.update()
输出:
翻转玩家精灵
您可以使用 pygame 的转换模块的 flip()函数轻松翻转任何精灵。例如,如果我们想在玩家改变移动方向时翻转精灵,那么我们可以使用下面的代码
window.blit(pygame.transform.flip(image, False, True), (x,y))
翻转()的F结高墙水平翻转表面对象,垂直。或两者。这个函数有三个参数:
- 要翻转的图像
- 进行水平翻转的布尔值
- 进行垂直翻转的布尔值
下面是实现。
示例:翻转播放器图像
蟒蛇3
# Importing pygame module
import pygame
from pygame.locals import *
# initiate pygame and give permission
# to use pygame's functionality.
pygame.init()
# create the display surface object
# of specific dimension.
window = pygame.display.set_mode((600, 600))
# Add caption in the window
pygame.display.set_caption('Player Movement')
# Initializing the clock
# Clocks are used to track and
# control the frame-rate of a game
clock = pygame.time.Clock()
# creating a variable to check the direction
# of movement
# We will change its value whenever
# the player changes its direction
direction = True
# Add player sprite
image = pygame.image.load(r'Player_image.png')
# Store the initial
# coordinates of the player in
# two variables i.e. x and y.
x = 100
y = 100
# Create a variable to store the
# velocity of player's movement
velocity = 12
# Creating an Infinite loop
run = True
while run:
# Set the frame rates to 60 fps
clock.tick(60)
# Filling the background with
# white color
window.fill((255, 255, 255))
# Display the player sprite at x
# and y coordinates
# Flipping the player sprite if player
# changes the direction
if direction == True:
window.blit(image, (x, y))
if direction == False:
window.blit(pygame.transform.flip(image, True, False), (x, y))
# iterate over the list of Event objects
# that was returned by pygame.event.get() method.
for event in pygame.event.get():
# Closing the window and program if the
# type of the event is QUIT
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
# Changing the value of the
# direction variable
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
direction = True
elif event.key == pygame.K_LEFT:
direction = False
# Storing the key pressed in a
# new variable using key.get_pressed()
# method
key_pressed_is = pygame.key.get_pressed()
# Changing the coordinates
# of the player
if key_pressed_is[K_LEFT]:
x -= 5
if key_pressed_is[K_RIGHT]:
x += 5
if key_pressed_is[K_UP]:
y -= 5
if key_pressed_is[K_DOWN]:
y += 5
# Draws the surface object to the screen.
pygame.display.update()
输出:
我们还可以通过创建精灵列表轻松更新玩家精灵。
image = [pygame.image.load(r’Player_image1.png’),
pygame.image.load(r’Player_image2.png’)]
示例:更新精灵
蟒蛇3
# Importing pygame module
import pygame
from pygame.locals import *
# initiate pygame and give permission
# to use pygame's functionality.
pygame.init()
# create the display surface object
# of specific dimension.
window = pygame.display.set_mode((600, 600))
# Add caption in the window
pygame.display.set_caption('Player Movement')
# Initializing the clock
# Clocks are used to track and
# control the frame-rate of a game
clock = pygame.time.Clock()
# creating a variable to check the direction
# of movement
# We will change its value whenever
# the player changes its direction
direction = True
# Add player sprites in a list
image = [pygame.image.load(r'Player_image1.png'),
pygame.image.load(r'Player_image2.png')]
# Store the initial
# coordinates of the player in
# two variables i.e. x and y.
x = 100
y = 100
# Create a variable to store the
# velocity of player's movement
velocity = 12
# Creating an Infinite loop
run = True
while run:
# Set the frame rates to 60 fps
clock.tick(60)
# Filling the background with
# white color
window.fill((255, 255, 255))
# Display the player sprite at x
# and y coordinates
# Changing the player sprite if player
# changes the direction
if direction == True:
window.blit(image[0], (x, y))
if direction == False:
window.blit(image[1], (x, y))
# iterate over the list of Event objects
# that was returned by pygame.event.get() method.
for event in pygame.event.get():
# Closing the window and program if the
# type of the event is QUIT
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
# Changing the value of the
# direction variable
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
direction = True
elif event.key == pygame.K_LEFT:
direction = False
# Storing the key pressed in a
# new variable using key.get_pressed()
# method
key_pressed_is = pygame.key.get_pressed()
# Changing the coordinates
# of the player
if key_pressed_is[K_LEFT]:
x -= 5
if key_pressed_is[K_RIGHT]:
x += 5
if key_pressed_is[K_UP]:
y -= 5
if key_pressed_is[K_DOWN]:
y += 5
# Draws the surface object to the screen.
pygame.display.update()
输出: