第6步-添加摄像头#
我们可以让我们的窗口成为一个小的视窗,进入一个更大的世界,只需给它添加一个摄像头。
首先,我们需要在 __init__
方法:
06_camera.py-创建摄像机变量#
# A Camera that can be used for scrolling the screen
self.camera = None
接下来,我们可以在 setup
功能:
06_camera.py-设置摄像头#
# Set up the Camera
self.camera = arcade.Camera(self.width, self.height)
然后在绘图时使用我们的相机,我们可以在我们的 on_draw
功能:
06_camera.py-绘制时使用相机#
# Activate our Camera
self.camera.use()
在这一点上,一切都应该是一样的,但相机可以做的比这多得多。我们可以使用 move
相机的功能,可以将其滚动到不同的位置。我们可以使用此功能将摄像头保持在播放器的中心:
我们可以创建一个函数来计算玩家中心相对于屏幕的坐标,然后将相机移动到这些坐标。然后,我们可以在 on_update
才能真正移动它。这一新职位将在 use
中的函数 on_draw
06_camera.py-播放器中央摄像头#
def center_camera_to_player(self):
screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.player_sprite.center_y - (
self.camera.viewport_height / 2
)
# Don't let camera travel past 0
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
player_centered = screen_center_x, screen_center_y
self.camera.move_to(player_centered)
def on_update(self, delta_time):
"""Movement and game logic"""
# Move the player with the physics engine
self.physics_engine.update()
# Position the camera
self.center_camera_to_player()
源代码#
添加摄像头#
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 | """ 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 # A Camera that can be used for scrolling the screen self.camera = None arcade.set_background_color(arcade.csscolor.CORNFLOWER_BLUE) def setup(self): """Set up the game here. Call this function to restart the game.""" # Set up the Camera self.camera = arcade.Camera(self.width, self.height) # Initialize Scene self.scene = arcade.Scene() # Create the Sprite lists self.scene.add_sprite_list("Player") self.scene.add_sprite_list("Walls", use_spatial_hash=True) # 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 = 96 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() # Activate our Camera self.camera.use() # 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 center_camera_to_player(self): screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2) screen_center_y = self.player_sprite.center_y - ( self.camera.viewport_height / 2 ) # Don't let camera travel past 0 if screen_center_x < 0: screen_center_x = 0 if screen_center_y < 0: screen_center_y = 0 player_centered = screen_center_x, screen_center_y self.camera.move_to(player_centered) def on_update(self, delta_time): """Movement and game logic""" # Move the player with the physics engine self.physics_engine.update() # Position the camera self.center_camera_to_player() def main(): """Main function""" window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main() |