以滚动屏幕为中心移动#
使用 arcade.Camera
,一个程序可以很容易地在一个更大的“世界”中滚动,而只在屏幕上显示它的一部分。
如果显示的是图形用户界面或其他一些不应该滚动的项目,则需要两个摄像头。一个显示未滚动的图形用户界面,另一个显示滚动的精灵。
另请参阅 使用滚动屏幕移动-页边距 。

sprite_move_scrolling.py#
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 | """ Scroll around a large screen. Artwork from https://kenney.nl If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.sprite_move_scrolling """ import random import arcade from pyglet.math import Vec2 SPRITE_SCALING = 0.5 DEFAULT_SCREEN_WIDTH = 800 DEFAULT_SCREEN_HEIGHT = 600 SCREEN_TITLE = "Sprite Move with Scrolling Screen Example" # How many pixels to keep as a minimum margin between the character # and the edge of the screen. VIEWPORT_MARGIN = 220 # How fast the camera pans to the player. 1.0 is instant. CAMERA_SPEED = 0.1 # How fast the character moves PLAYER_MOVEMENT_SPEED = 7 class MyGame(arcade.Window): """ Main application class. """ def __init__(self, width, height, title): """ Initializer """ super().__init__(width, height, title, resizable=True) # Sprite lists self.player_list = None self.wall_list = None # Set up the player self.player_sprite = None # Physics engine so we don't run into walls. self.physics_engine = None # Track the current state of what key is pressed self.left_pressed = False self.right_pressed = False self.up_pressed = False self.down_pressed = False # Create the cameras. One for the GUI, one for the sprites. # We scroll the 'sprite world' but not the GUI. self.camera_sprites = arcade.Camera(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT) self.camera_gui = arcade.Camera(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT) def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() # Set up the player self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png", scale=0.4) self.player_sprite.center_x = 256 self.player_sprite.center_y = 512 self.player_list.append(self.player_sprite) # -- Set up several columns of walls for x in range(200, 1650, 210): for y in range(0, 1600, 64): # Randomly skip a box so the player can find a way through if random.randrange(5) > 0: wall = arcade.Sprite(":resources:images/tiles/grassCenter.png", SPRITE_SCALING) wall.center_x = x wall.center_y = y self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list) # Set the background color arcade.set_background_color(arcade.color.AMAZON) def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing self.clear() # Select the camera we'll use to draw all our sprites self.camera_sprites.use() # Draw all the sprites. self.wall_list.draw() self.player_list.draw() # Select the (unscrolled) camera for our GUI self.camera_gui.use() # Draw the GUI arcade.draw_rectangle_filled(self.width // 2, 20, self.width, 40, arcade.color.ALMOND) text = f"Scroll value: ({self.camera_sprites.position[0]:5.1f}, " \ f"{self.camera_sprites.position[1]:5.1f})" arcade.draw_text(text, 10, 10, arcade.color.BLACK_BEAN, 20) def on_key_press(self, key, modifiers): """Called whenever a key is pressed. """ if key == arcade.key.UP: self.up_pressed = True elif key == arcade.key.DOWN: self.down_pressed = True elif key == arcade.key.LEFT: self.left_pressed = True elif key == arcade.key.RIGHT: self.right_pressed = True def on_key_release(self, key, modifiers): """Called when the user releases a key. """ if key == arcade.key.UP: self.up_pressed = False elif key == arcade.key.DOWN: self.down_pressed = False elif key == arcade.key.LEFT: self.left_pressed = False elif key == arcade.key.RIGHT: self.right_pressed = False def on_update(self, delta_time): """ Movement and game logic """ # Calculate speed based on the keys pressed self.player_sprite.change_x = 0 self.player_sprite.change_y = 0 if self.up_pressed and not self.down_pressed: self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED elif self.down_pressed and not self.up_pressed: self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED if self.left_pressed and not self.right_pressed: self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED elif self.right_pressed and not self.left_pressed: self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED # Call update on all sprites (The sprites don't do much in this # example though.) self.physics_engine.update() # Scroll the screen to the player self.scroll_to_player() def scroll_to_player(self): """ Scroll the window to the player. if CAMERA_SPEED is 1, the camera will immediately move to the desired position. Anything between 0 and 1 will have the camera move to the location with a smoother pan. """ position = Vec2(self.player_sprite.center_x - self.width / 2, self.player_sprite.center_y - self.height / 2) self.camera_sprites.move_to(position, CAMERA_SPEED) def on_resize(self, width, height): """ Resize window Handle the user grabbing the edge and resizing the window. """ self.camera_sprites.resize(int(width), int(height)) self.camera_gui.resize(int(width), int(height)) def main(): """ Main function """ window = MyGame(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT, SCREEN_TITLE) window.setup() arcade.run() if __name__ == "__main__": main() |