进入下一个级别的Python平台游戏问题

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我使用Python 3.5创建了一个平台游戏,并且已经进入了第二级。

当你触摸蓝色区域(由E代表)时,我想进入第二级。目前,蓝色区域退出代码,只是为了确保触发器被触发。

我创建了第二级放入数组。


这是我的代码:

#! /usr/bin/python

import pygame
from pygame import *

WIN_WIDTH = 1000
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30

def main():
    global cameraX, cameraY
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    timer = pygame.time.Clock()

    up = down = left = right = running = False
    bg = Surface((32,32))
    entities = pygame.sprite.Group()
    player = Player(32, 700)
    platforms = []

    x = y = 0
    level1 = [
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P PE                                        P",
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP  P    P",
        "P                                     P     P",
        "P                                    P      P", 
        "P                                   P       P",
        "P                                  P        P",
        "P              L        L         P         P",
        "P       PPPPPPPPPPPPPPPPPPPPPPPPPPP         P",
        "P  LLL                                      P",
        "P  LLL                                      P",
        "P  PPPP                                     P",
        "P                                           P",
        "P                  P                        P",
        "P       PPPP       PPPPPP                   P",
        "P                      PP                   P",
        "P                                           P",
        "P                          PPPPPPPPPP       P",
        "P                                           P",
        "P                   PPPP                    P",
        "P              PP                           P",
        "P     E        PP                           P",
        "P     PPPPLLLLLPP                           P",
        "P   PPPPPPLLLLLPPLLLLLLLLLLLLLLLLLLLLLLLLLLLP",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]

    level2 = [
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P PE                                        P",
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP  P    P",
        "P                                     P     P",
        "P                                    P      P", 
        "P                                   P       P",
        "P                                  P        P",
        "P              L        L         P         P",
        "P       PPPPPPPPPPPPPPPPPPPPPPPPPPP         P",
        "P  LLL                                      P",
        "P  LLL                                      P",
        "P  PPPP                                     P",
        "P                                           P",
        "P                  P                        P",
        "P       PPPP       PPPPPP                   P",
        "P                      PP                   P",
        "P                                           P",
        "P                          PPPPPPPPPP       P",
        "P                                           P",
        "P                   PPPP                    P",
        "P                                           P",
        "P                                           P",
        "P                                           P",
        "P                                           P",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]

    # build the level
    for row in level1:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                platforms.append(e)
                entities.add(e)
            if col == "L":
                l = Lava(x, y)
                platforms.append(l)
                entities.add(l)
            x += 32
        y += 32
        x = 0

    total_level_width  = len(level1[0])*32
    total_level_height = len(level2)*32
    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT:
                raise SystemExit("ESCAPE")
            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_DOWN:
                down = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True
            if e.type == KEYDOWN and e.key == K_SPACE:
                running = True

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_DOWN:
                down = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False

        # draw background
        for y in range(32):
            for x in range(32):
                screen.blit(bg, (x * 32, y * 32))

        camera.update(player)

        # update player, draw everything else
        player.update(up, down, left, right, running, platforms)
        for e in entities:
            screen.blit(e.image, camera.apply(e))

        pygame.display.update()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        return target.rect.move(self.state.topleft)

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def simple_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling at the left edge
    l = max(-(camera.width-WIN_WIDTH), l)   # stop scrolling at the right edge
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom
    t = min(0, t)                           # stop scrolling at the top
    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#ff0000"))
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self, up, down, left, right, running, platforms):
        if up:
            # only jump if on the ground
            if self.onGround:
                self.yvel -= 8
        if down:
            pass
        if running:
            self.xvel = 12
        if left:
            self.xvel = -8
        if right:
            self.xvel = 8
        if not self.onGround:
            # only accelerate with gravity if in the air
            self.yvel += 0.3
            # max falling speed
            if self.yvel > 100: self.yvel = 100
        if not(left or right):
            self.xvel = 0
        # increment in x direction
        self.rect.left += self.xvel
        # do x-axis collisions
        self.collide(self.xvel, 0, platforms)
        # increment in y direction
        self.rect.top += self.yvel
        # assuming we're in the air
        self.onGround = False;
        # do y-axis collisions
        self.collide(0, self.yvel, platforms)

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    pygame.event.post(pygame.event.Event(QUIT))
                if isinstance(p, Lava):
                    main()
                if xvel > 0:
                    self.rect.right = p.rect.left
                if xvel < 0:
                    self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                    self.yvel = 0
                if yvel < 0:
                    self.rect.top = p.rect.bottom


class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = Surface((32, 32))
        self.image.convert()
        self.image.fill(Color("#7cfc00"))
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image.fill(Color("#0033FF"))

class Lava(Platform):
        def __init__(self, x, y):
            Platform.__init__(self, x, y)
            self.image.fill(Color("#ff0000"))

if __name__ == "__main__":
    main()

我试图复制for row in level1:并更改退出函数来更改变量,但它不起作用。


有人可以帮忙吗?

答案

好的,我得到了它的工作。继承代码,它的工作原理基本上是将平台和实体重新初始化为所需的值(与级别相对应,也可以添加更多级别,拥有您的级别变量,并且只是说是否

levelNum == 3:
     buildLevel(level3)

否则一个更有效的方法会把它放在一个列表中,并设置级别数也是0这是完整的代码,如果你得到“通过”二级因为没有第三级,它可能不起作用所以你可能只想让它说祝贺或其他什么。

import pygame
from pygame import *
levelNum = 1
WIN_WIDTH = 1000
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
CAMERA_SLACK = 30
def buildLevel(level):
    plats = []
    ents = pygame.sprite.Group()
    x,y = 0,0
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                plats.append(p)
                ents.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                plats.append(e)
                ents.add(e)
            if col == "L":
                l = Lava(x, y)
                plats.append(l)
                ents.add(l)
            x += 32
        y += 32
        x = 0
    return plats,ents
def main():
    global level2,player
    global cameraX, cameraY
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    timer = pygame.time.Clock()

    up = down = left = right = running = False
    bg = Surface((32,32))
    bg.convert()
    bg.fill(Color("#87ceeb"))
    entities = pygame.sprite.Group()
    player = Player(32, 700)
    platforms = []

    x = y = 0
    level1 = [
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P PE                                       P",
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP  P   P",
        "P                                   P   P",
        "P                                  P     P", 
        "P                                 P       P",
        "P                                P     P",
        "P            L     L        P       P",
        "P     PPPPPPPPPPPPPPPPPPPPPPPPPPP       P",
        "P  LLL                                   P",
        "P  LLL                                   P",
        "P  PPPP                                     P",
        "P                                         P",
        "P                P                     P",
        "P     PPPP    PPPPPP                  P",
        "P                    PP                   P",
        "P                                         P",
        "P                        PPPPPPPPPP       P",
        "P                                         P",
        "P                 PPPP                 P",
        "P            PP                           P",
        "P   E      PP                         P",
        "P   PPPPLLLLLPP                           P",
        "P   PPPPPPLLLLLPPLLLLLLLLLLLLLLLLLLLLLLLLLLLP",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]

    level2 = [
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P PE                                       P",
        "P PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP  P   P",
        "P                                   P   P",
        "P                                  P     P", 
        "P                                 P       P",
        "P                                P     P",
        "P            L     L        P       P",
        "P     PPPPPPPPPPPPPPPPPPPPPPPPPPP       P",
        "P  LLL                                   P",
        "P  LLL                                   P",
        "P  PPPP                                     P",
        "P                                         P",
        "P                P                     P",
        "P     PPPP    PPPPPP                  P",
        "P                    PP                   P",
        "P                                         P",
        "P                        PPPPPPPPPP       P",
        "P                                         P",
        "P                 PPPP                 P",
        "P                                         P",
        "P                                         P",
        "P                                         P",
        "P                                         P",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]

    # build the level
    if levelNum ==1:
        platforms,entities = buildLevel(level1) 
    elif levelNum == 2:
        platforms,entities = buildLevel(level2) 
    total_level_width  = len(level1[0])*32
    total_level_height = len(level2)*32
    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT:
                raise SystemExit("ESCAPE")
            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_DOWN:
                down = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True
            if e.type == KEYDOWN and e.key == K_SPACE:
                running = True

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_DOWN:
                down = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False

        # draw background
        for y in range(32):
            for x in range(32):
                screen.blit(bg, (x * 32, y * 32))

        camera.update(player)

        # update player, draw everything else
        player.update(up, down, left, right, running, platforms)
        for e in entities:
            screen.blit(e.image, camera.apply(e))

        pygame.display.update()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        return target.rect.move(self.state.topleft)

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def simple_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h

    l = min(0, l)                          # stop scrolling at the left edge
    l = max(-(camera.width-WIN_WIDTH), l)   # stop scrolling at the right edge
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom
    t = min(0, t)                          # stop scrolling at the top
    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#ff0000"))
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self, up, down, left, right, running, platforms):
        if up:
            # only jump if on the ground
            if self.onGround:
                self.yvel -= 8
        if down:
            pass
        if running:
            self.xvel = 12
        if left:
            self.xvel = -8
        if right:
            self.xvel = 8
        if not self.onGround:
            # only accelerate with gravity if in the air
            self.yvel += 0.3
            # max falling speed
            if self.yvel > 100: self.yvel = 100
        if not(left or right):
            self.xvel = 0
        # increment in x direction
        self.rect.left += self.xvel
        # do x-axis collisions
        self.collide(self.xvel, 0, platforms)
        # increment in y direction
        self.rect.top += sel

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