第10步-多层和其他层#
现在我们已经了解了加载切片地图的基础知识,接下来我们将给出另一个包含更多功能的示例。在本例中,我们将添加以下内容:
新的层,包括前景、背景和“不要触摸”
背景层将出现在玩家的后面
前景层将出现在玩家面前
不要触摸层将导致玩家重置到开始位置
如果玩家从地图上掉下来,则重置到开始位置
如果玩家到达地图的右侧,程序会尝试加载下一张地图
这是通过用递增的数字命名映射来实现的,类似于“map_01.json”、“map_02.json”等。然后有一个Level属性来跟踪我们所在的数字,递增它,然后重新运行设置函数。
首先,让我们在游戏的顶部添加几个常量。我们需要定义的第一个参数是精灵的像素大小。除此之外,我们还需要知道网格大小(以像素为单位)。这些参数用于计算标高的终点。
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = SPRITE_PIXEL_SIZE * TILE_SCALING
接下来,我们需要为玩家定义一个开始位置,然后因为我们的游戏中开始有更多的层,所以最好将他们的名字存储在变量中,以防我们以后需要更改他们。
# Player starting position
PLAYER_START_X = 64
PLAYER_START_Y = 225
# Layer Names from our TileMap
LAYER_NAME_PLATFORMS = "Platforms"
LAYER_NAME_COINS = "Coins"
LAYER_NAME_FOREGROUND = "Foreground"
LAYER_NAME_BACKGROUND = "Background"
LAYER_NAME_DONT_TOUCH = "Don't Touch"
然后在 __init__
函数,我们将添加两个新值。一个是知道地图的正确边缘在哪里,一个是跟踪我们所在的级别,并在声音上添加一个新的游戏。
# Where is the right edge of the map?
self.end_of_map = 0
# Level
self.level = 1
# Load sounds
self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav")
self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav")
self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
也在我们的 __init__
函数,我们需要一个变量来告诉我们是否需要重置分数。如果玩家没有通过这一关,情况就会是这样。然而,现在玩家可以通过一个关卡,我们需要在调用我们的 setup
新级别的函数。否则,它会将分数重置回0
# Do we need to reset the score?
self.reset_score = True
然后在我们的 setup
函数我们将更改地图名称变量以使用新的级别属性,并为我们添加到地图中的新层添加一些额外的特定于层的选项。
# Map name
map_name = f":resources:tiled_maps/map2_level_{self.level}.json"
# Layer Specific Options for the Tilemap
layer_options = {
LAYER_NAME_PLATFORMS: {
"use_spatial_hash": True,
},
LAYER_NAME_COINS: {
"use_spatial_hash": True,
},
LAYER_NAME_DONT_TOUCH: {
"use_spatial_hash": True,
},
}
现在,为了让我们的玩家出现在“前景”层的后面,我们需要在 setup
函数,然后再创建播放器Sprite。这基本上将告诉我们的场景,我们希望在渲染顺序中放置播放器。以前我们没有定义它,所以它总是被添加到渲染顺序的末尾。
# Add Player Spritelist before "Foreground" layer. This will make the foreground
# be drawn after the player, making it appear to be in front of the Player.
# Setting before using scene.add_sprite allows us to define where the SpriteList
# will be in the draw order. If we just use add_sprite, it will be appended to the
# end of the order.
self.scene.add_sprite_list_after("Player", LAYER_NAME_FOREGROUND)
# 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 = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
self.scene.add_sprite("Player", self.player_sprite)
接下来是我们的 setup
函数,我们需要检查是否需要重置分数或保留分数。
# Initiate New Scene with our TileMap, this will automatically add all layers
# from the map as SpriteLists in the scene in the proper order.
self.scene = arcade.Scene.from_tilemap(self.tile_map)
# Keep track of the score, make sure we keep the score if the player finishes a level
if self.reset_score:
self.score = 0
self.reset_score = True
最后,在我们的 setup
函数,我们需要计算 end_of_map
我们早些时候增加的价值 init
。
# Calculate the right edge of the my_map in pixels
self.end_of_map = self.tile_map.width * GRID_PIXEL_SIZE
这个 on_draw
, on_key_press
,以及 on_key_release
这一节的函数将保持不变,因此最后要做的就是向 on_update
功能。首先,我们检查玩家是否已经从地图上掉下来,如果是,我们将他们移回起始位置。然后我们检查它们是否与“不要触摸”层中的某些东西发生碰撞,如果是,则将它们重置到开始位置。最后,我们检查他们是否已经到达地图的末尾,如果他们已经到达,我们就增加Level值,告诉我们的 setup
函数不重置分数,然后重新运行 setup
功能。
# Did the player fall off the map?
if self.player_sprite.center_y < -100:
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
arcade.play_sound(self.game_over)
# Did the player touch something they should not?
if arcade.check_for_collision_with_list(
self.player_sprite, self.scene[LAYER_NAME_DONT_TOUCH]
):
self.player_sprite.change_x = 0
self.player_sprite.change_y = 0
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
arcade.play_sound(self.game_over)
# See if the user got to the end of the level
if self.player_sprite.center_x >= self.end_of_map:
# Advance to the next level
self.level += 1
# Make sure to keep the score from this level when setting up the next level
self.reset_score = False
# Load the next level
self.setup()
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 | """ 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 COIN_SCALING = 0.5 SPRITE_PIXEL_SIZE = 128 GRID_PIXEL_SIZE = SPRITE_PIXEL_SIZE * TILE_SCALING # Movement speed of player, in pixels per frame PLAYER_MOVEMENT_SPEED = 10 GRAVITY = 1 PLAYER_JUMP_SPEED = 20 # Player starting position PLAYER_START_X = 64 PLAYER_START_Y = 225 # Layer Names from our TileMap LAYER_NAME_PLATFORMS = "Platforms" LAYER_NAME_COINS = "Coins" LAYER_NAME_FOREGROUND = "Foreground" LAYER_NAME_BACKGROUND = "Background" LAYER_NAME_DONT_TOUCH = "Don't Touch" 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 TileMap Object self.tile_map = None # 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 # A Camera that can be used to draw GUI elements self.gui_camera = None # Keep track of the score self.score = 0 # Do we need to reset the score? self.reset_score = True # Where is the right edge of the map? self.end_of_map = 0 # Level self.level = 1 # Load sounds self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav") self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav") self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav") def setup(self): """Set up the game here. Call this function to restart the game.""" # Set up the Cameras self.camera = arcade.Camera(self.width, self.height) self.gui_camera = arcade.Camera(self.width, self.height) # Map name map_name = f":resources:tiled_maps/map2_level_{self.level}.json" # Layer Specific Options for the Tilemap layer_options = { LAYER_NAME_PLATFORMS: { "use_spatial_hash": True, }, LAYER_NAME_COINS: { "use_spatial_hash": True, }, LAYER_NAME_DONT_TOUCH: { "use_spatial_hash": True, }, } # Load in TileMap self.tile_map = arcade.load_tilemap(map_name, TILE_SCALING, layer_options) # Initiate New Scene with our TileMap, this will automatically add all layers # from the map as SpriteLists in the scene in the proper order. self.scene = arcade.Scene.from_tilemap(self.tile_map) # Keep track of the score, make sure we keep the score if the player finishes a level if self.reset_score: self.score = 0 self.reset_score = True # Add Player Spritelist before "Foreground" layer. This will make the foreground # be drawn after the player, making it appear to be in front of the Player. # Setting before using scene.add_sprite allows us to define where the SpriteList # will be in the draw order. If we just use add_sprite, it will be appended to the # end of the order. self.scene.add_sprite_list_after("Player", LAYER_NAME_FOREGROUND) # 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 = PLAYER_START_X self.player_sprite.center_y = PLAYER_START_Y self.scene.add_sprite("Player", self.player_sprite) # --- Load in a map from the tiled editor --- # Calculate the right edge of the my_map in pixels self.end_of_map = self.tile_map.width * GRID_PIXEL_SIZE # --- Other stuff # Set the background color if self.tile_map.background_color: arcade.set_background_color(self.tile_map.background_color) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, gravity_constant=GRAVITY, walls=self.scene[LAYER_NAME_PLATFORMS], ) def on_draw(self): """Render the screen.""" # Clear the screen to the background color self.clear() # Activate the game camera self.camera.use() # Draw our Scene self.scene.draw() # Activate the GUI camera before drawing GUI elements self.gui_camera.use() # Draw our score on the screen, scrolling it with the viewport score_text = f"Score: {self.score}" arcade.draw_text( score_text, 10, 10, arcade.csscolor.BLACK, 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 arcade.play_sound(self.jump_sound) 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 ) 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 update(self, delta_time): """Movement and game logic""" # Move the player with the physics engine self.physics_engine.update() # See if we hit any coins coin_hit_list = arcade.check_for_collision_with_list( self.player_sprite, self.scene[LAYER_NAME_COINS] ) # Loop through each coin we hit (if any) and remove it for coin in coin_hit_list: # Remove the coin coin.remove_from_sprite_lists() # Play a sound arcade.play_sound(self.collect_coin_sound) # Add one to the score self.score += 1 # Did the player fall off the map? if self.player_sprite.center_y < -100: self.player_sprite.center_x = PLAYER_START_X self.player_sprite.center_y = PLAYER_START_Y arcade.play_sound(self.game_over) # Did the player touch something they should not? if arcade.check_for_collision_with_list( self.player_sprite, self.scene[LAYER_NAME_DONT_TOUCH] ): self.player_sprite.change_x = 0 self.player_sprite.change_y = 0 self.player_sprite.center_x = PLAYER_START_X self.player_sprite.center_y = PLAYER_START_Y arcade.play_sound(self.game_over) # See if the user got to the end of the level if self.player_sprite.center_x >= self.end_of_map: # Advance to the next level self.level += 1 # Make sure to keep the score from this level when setting up the next level self.reset_score = False # Load the next level self.setup() # Position the camera self.center_camera_to_player() def main(): """Main function""" window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main() |