第5步-添加重力#
前面的例子很适合自上而下,但如果它是像我们的平台一样带有跳跃的侧视图呢?我们需要增加重力。首先,让我们定义一个常量来表示重力的加速度,一个常量来表示跳跃速度。
05_Add_gravity.py-添加重力#
GRAVITY = 1
PLAYER_JUMP_SPEED = 20
在结束时, setup
方法,将物理引擎更改为 PhysicsEnginePlatformer
并将重力作为一个参数。
05_Add_gravity.py-添加重力#
# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, gravity_constant=GRAVITY, walls=self.scene["Walls"]
)
我们正在发送我们的 SpriteList
对于玩家应该碰撞到的东西 walls
物理引擎的参数。正如我们将在后面的章节中看到的,Platform物理引擎有一个 platforms
和 walls
参数。这两者之间的区别非常重要。静态不移动精灵列表应始终发送到 walls
参数,并且移动的精灵应发送到 platforms
参数。确保您做到这一点将对性能有极大的好处。
通过添加静态精灵 platforms
参数大致是一个O(N)运算,这意味着随着您添加更多的精灵,性能将线性下降。如果将静态精灵添加到 walls
参数,那么它几乎是O(1),并且例如100个和50,000个不移动的精灵之间基本上没有区别。
我们还在这里看到了一些与我们的 Scene
对象。您可以像访问Python词典一样访问场景,以便从中获取SpriteList。有多种方法可以访问场景中的SpriteList,但这是最简单、最直接的方法。您也可以使用 scene.get_sprite_list("My Layer")
。
然后,修改key down和key up事件处理程序。我们将删除之前的UP/DOWN语句,并在按下时进行“UP”跳转。
05_Add_gravity.py-添加重力#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | def on_key_press(self, key, modifiers): """Called whenever a key is pressed.""" if key == arcade.key.UP or key == arcade.key.W: if self.physics_engine.can_jump(): self.player_sprite.change_y = PLAYER_JUMP_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.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
您可以通过更改重力和跳跃常量来更改用户的跳跃方式。两者的值越低,角色就越“漂浮”。值越高,游戏节奏越快。
源代码#
05_Add_gravity.py-添加重力#
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 | """ 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 GRAVITY = 1 PLAYER_JUMP_SPEED = 20 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.PhysicsEnginePlatformer( self.player_sprite, gravity_constant=GRAVITY, walls=self.scene["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: if self.physics_engine.can_jump(): self.player_sprite.change_y = PLAYER_JUMP_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.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() |