第4步-添加用户控件#
现在我们需要能够让用户四处走动。
首先,在程序的顶部添加一个常量,该常量控制角色每次更新的像素数:
# Movement speed of player, in pixels per frame
PLAYER_MOVEMENT_SPEED = 5
接下来,在我们的 setup
方法,我们需要创建一个物理引擎,以移动我们的球员,并防止她跑过墙壁。这个 PhysicsEngineSimple
类有两个参数:移动的精灵和移动的精灵不能移动的精灵列表。
有关本教程中使用的物理引擎的更多信息,请参阅 arcade.PhysicsEngineSimple
。
注解
可以有多个物理引擎,每个移动的精灵一个。这些都是非常简单但容易的物理引擎。看见 PyMunk平台 一个更先进的物理引擎。
# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEngineSimple(
self.player_sprite, self.scene.get_sprite_list("Walls")
)
每个精灵都有 center_x
和 center_y
属性。更改这些设置将更改精灵的位置。(还有用于移动精灵的顶部、底部、左侧、右侧和角度的属性。)
每个精灵都有 change_x
和 change_y
变量。这些可以用来保持精灵移动的速度。我们将根据用户点击的键来调整这些设置。如果用户按向右箭头键,我们想要一个正值 change_x
。如果该值为5,则每帧将移动5个像素。
在这种情况下,当用户按下一个键时,我们会改变精灵的x和y。物理引擎会查看这一点,并移动玩家,除非她会撞到墙上。
1 2 3 4 5 6 7 8 9 10 11 | def on_key_press(self, key, modifiers): """Called whenever a key is pressed.""" 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 |
一松开钥匙,我们就会把速度调回到零。
1 2 3 4 5 6 7 8 9 10 11 | def on_key_release(self, key, modifiers): """Called when the user releases a key.""" if 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 elif 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 |
注解
这种跟踪玩家按键的速度的方法很简单,但并不完美。如果玩家同时按下左键和右键,然后松开左键,我们预计玩家会向右移动。此方法不支持这一点。如果需要稍微复杂一点的方法,请参见 更好地通过键盘移动 。
我们的 on_update
方法每秒大约被调用60次。我们会要求物理引擎根据她来移动我们的玩家 change_x
和 change_y
。
1 2 3 4 5 | def on_update(self, delta_time): """Movement and game logic""" # Move the player with the physics engine self.physics_engine.update() |
源代码#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | """ Platformer Game """ import arcade # Constants SCREEN_WIDTH = 1000 SCREEN_HEIGHT = 650 SCREEN_TITLE = "Platformer" # Constants used to scale our sprites from their original size CHARACTER_SCALING = 1 TILE_SCALING = 0.5 # Movement speed of player, in pixels per frame PLAYER_MOVEMENT_SPEED = 5 class MyGame(arcade.Window): """ Main application class. """ def __init__(self): # Call the parent class and set up the window super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Our Scene Object self.scene = None # Separate variable that holds the player sprite self.player_sprite = None # Our physics engine self.physics_engine = None arcade.set_background_color(arcade.csscolor.CORNFLOWER_BLUE) def setup(self): """Set up the game here. Call this function to restart the game.""" # Initialize Scene self.scene = arcade.Scene() # Set up the player, specifically placing it at these coordinates. image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png" self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 128 self.scene.add_sprite("Player", self.player_sprite) # Create the ground # This shows using a loop to place multiple sprites horizontally 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) # Put some crates on the ground # This shows using a coordinate list to place sprites coordinate_list = [[512, 96], [256, 96], [768, 96]] for coordinate in coordinate_list: # Add a crate on the ground wall = arcade.Sprite( ":resources:images/tiles/boxCrate_double.png", TILE_SCALING ) wall.position = coordinate self.scene.add_sprite("Walls", wall) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.scene.get_sprite_list("Walls") ) def on_draw(self): """Render the screen.""" # Clear the screen to the background color self.clear() # Draw our Scene self.scene.draw() def on_key_press(self, key, modifiers): """Called whenever a key is pressed.""" 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): """Called when the user releases a key.""" if 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 elif 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 on_update(self, delta_time): """Movement and game logic""" # Move the player with the physics engine self.physics_engine.update() def main(): """Main function""" window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main() |