Python Arcade – 添加关卡
在本文中,我们将学习如何在Python为我们的街机游戏添加不同的关卡。
添加级别
我们可以按照以下步骤轻松地为 Arcade 游戏添加多个关卡:
- 创建一个新变量来存储当前级别。
self.level = 1
- 借助 self.level 变量加载您将在当前关卡中使用的精灵。在本例中,我们将加载名为“Platform1”的第 1 级精灵,加载名为“Platform2”的第 2 级精灵,依此类推。为此,我们可以使用以下代码加载平台。
platform = arcade.Sprite(f"Platform{self.level}.png", 1)
- 如果玩家越过屏幕右侧,那么我们将增加 self.level 变量的值以进入下一个级别。
if self.player_sprite.center_x>690:
self.level += 1
使用的功能:
- Camera(): Camera 类用于控制可见视口。
Syntax: arcade.Camera( width , height, window)
Parameters:
- width: width of the viewport
- height: height of the viewport
- window: Window to associate with this camera
- Scene():表示场景对象的类。
Syntax: arcade.Scene(sprite_lists , name_mapping)
Parameters:
- sprite_lists: A list of SpriteList objects
- name_mapping: A dictionary of SpriteList objects
- PhysicsEnginePlatformer():用于平台游戏的简单物理引擎。
Syntax: arcade.PhysicsEnginePlatformer( player_sprite , platforms, gravity, ladders)
Parameters:
- player_sprite: sprite of the player
- platforms: The sprites it can’t move through
- gravity: Downward acceleration per frame
- ladders: Ladders the user can climb on
使用的精灵:
在下面的示例中,我们将创建一个 MainGame() 类。首先在这个类中,我们将初始化一些变量,用于速度、相机、级别和玩家的精灵,然后我们将在这个类中创建 6 个函数。
- on_draw():在这个函数,我们将使用我们的相机并绘制场景。
- setup():在这个函数,我们将初始化我们的相机和场景对象,然后我们将加载我们的播放器和平台的精灵。之后,我们将调用 PhysicsEnginePlatformer()函数。
- on_update():在这个函数,我们将更新玩家的精灵、相机和物理引擎的 x 坐标。我们还将在此函数更改我们的级别。
- on_key_press() 和 on_key_release():在这个函数,我们将根据按下或释放的键盘键来改变速度变量的值。
- camera_move():在这个函数,我们将根据玩家当前的位置移动我们的相机。
下面是实现:
Python3
# Importing arcade module
import arcade
# Creating MainGame class
class MainGame(arcade.Window):
def __init__(self):
super().__init__(600, 600,
title = "Player Movement")
# Initializing a variable to store
# the velocity of the player
self.vel_x = 0
# Creating variable for Camera
self.camera = None
# Creating variable to store current level
self.level = 1
# Creating scene object
self.scene = None
# Creating variable to store player sprite
self.player = None
# Creating variable for our game engine
self.physics_engine = None
# Creating on_draw() function to draw on the screen
def on_draw(self):
arcade.start_render()
# Using the camera
self.camera.use()
# Drawing our scene
self.scene.draw()
def setup(self):
# Initialize Scene object
self.scene = arcade.Scene()
# Using Camera() function
self.camera = arcade.Camera(600, 600)
# Creating different sprite lists
self.scene.add_sprite_list("Player")
self.scene.add_sprite_list("Platforms",
use_spatial_hash=True)
# Adding player sprite
self.player_sprite = arcade.Sprite("Player.png", 1)
# Adding coordinates for the center of the sprite
self.player_sprite.center_x = 64
self.player_sprite.center_y = 600
# Adding Sprite in our scene
self.scene.add_sprite("Player", self.player_sprite)
# Adding platform sprite according to level
platform = arcade.Sprite(f"Platform{self.level}.png", 1)
# Adding coordinates for the center of the platform
platform.center_x = 300
platform.center_y = 32
self.scene.add_sprite("Platforms", platform)
# Creating Physics engine
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, self.scene.get_sprite_list("Platforms"), 0.5
)
# Creating on_update function to
# update the x coordinate
def on_update(self, delta_time):
# Changing x coordinate of player
self.player_sprite.center_x += self.vel_x * delta_time
# Updating the physics engine to move the player
self.physics_engine.update()
# Calling the camera_move function
self.camera_move()
# Changing level if player crosses the right
# end of screen
if self.player_sprite.center_x > 690:
self.level += 1
self.setup()
# Creating function to change the velocity
# when button is pressed
def on_key_press(self, symbol, modifier):
# Checking the button pressed
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = -300
elif symbol == arcade.key.RIGHT:
self.vel_x = 300
# Creating function to change the velocity
# when button is released
def on_key_release(self, symbol, modifier):
# Checking the button released
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = 0
elif symbol == arcade.key.RIGHT:
self.vel_x = 0
def camera_move(self):
# Getting the x coordinate for the center of camera
screen_x = self.player_sprite.center_x - \
(self.camera.viewport_width / 2)
# Getting the y coordinate for the center of camera
screen_y = self.player_sprite.center_y - \
(self.camera.viewport_height / 2)
# Moving the camera
self.camera.move_to([screen_x, screen_y])
# Calling MainGame class
game = MainGame()
game.setup()
arcade.run()
输出: