使用滚动屏幕移动-页边距#
不像 以滚动屏幕为中心移动 它将相机放在播放器的中心,此示例仅在用户到达边缘的如此多像素内时才移动相机。它允许在中间有一个‘盒子’,用户可以在那里四处移动,而不是移动摄像头。

sprite_move_scrolling_box.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 | """ 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 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 = 200 # 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 self.physics_engine = None # Used in scrolling self.view_bottom = 0 self.view_left = 0 # 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 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) # Set the viewport boundaries # These numbers set where we have 'scrolled' to. self.view_left = 0 self.view_bottom = 0 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}, {self.camera_sprites.position[1]:5.1f})" arcade.draw_text(text, 10, 10, arcade.color.BLACK_BEAN, 20) # Draw the box that we work to make sure the user stays inside of. # This is just for illustration purposes. You'd want to remove this # in your game. left_boundary = VIEWPORT_MARGIN right_boundary = self.width - VIEWPORT_MARGIN top_boundary = self.height - VIEWPORT_MARGIN bottom_boundary = VIEWPORT_MARGIN arcade.draw_lrtb_rectangle_outline(left_boundary, right_boundary, top_boundary, bottom_boundary, arcade.color.RED, 2) 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. This method will attempt to keep the player at least VIEWPORT_MARGIN pixels away from the edge. 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. """ # --- Manage Scrolling --- # Scroll left left_boundary = self.view_left + VIEWPORT_MARGIN if self.player_sprite.left < left_boundary: self.view_left -= left_boundary - self.player_sprite.left # Scroll right right_boundary = self.view_left + self.width - VIEWPORT_MARGIN if self.player_sprite.right > right_boundary: self.view_left += self.player_sprite.right - right_boundary # Scroll up top_boundary = self.view_bottom + self.height - VIEWPORT_MARGIN if self.player_sprite.top > top_boundary: self.view_bottom += self.player_sprite.top - top_boundary # Scroll down bottom_boundary = self.view_bottom + VIEWPORT_MARGIN if self.player_sprite.bottom < bottom_boundary: self.view_bottom -= bottom_boundary - self.player_sprite.bottom # Scroll to the proper location position = self.view_left, self.view_bottom 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() |