接上篇文章小学生python游戏编程arcade----基本知识1、2,连接如下:小学生python游戏编程arcade----基本知识,小学生python游戏编程arcade----基本知识2,小学生python游戏编程arcade----基本知识3
class PlayerCharacter(arcade.Sprite):
“”“角色类”“”
def init(self):
super().init()
# 默认面向右
self.character_face_direction = R_facing
# 当前图片
self.cur_texture = 0
self.scale = PLAYER_scaling
# 解色状态
self.jumping = False
self.climbing = False
self.is_on_ladder = False
# 文件路径
main_path = "images/female_Person/femalePerson"
# Load textures for idle standing
self.idle_texture_pair = load_texture_pair(f"{main_path}_idle.png")
self.jump_texture_pair = load_texture_pair(f"{main_path}_jump.png")
self.fall_texture_pair = load_texture_pair(f"{main_path}_fall.png")
# 加载行走图片
self.walk_textures = []
for i in range(8):
texture = load_texture_pair(f"{main_path}_walk{i}.png")
self.walk_textures.append(texture)
# 加载爬行图片
self.climbing_textures = []
texture = arcade.load_texture(f"{main_path}_climb0.png")
self.climbing_textures.append(texture)
texture = arcade.load_texture(f"{main_path}_climb1.png")
self.climbing_textures.append(texture)
# 设置初始图片
self.texture = self.idle_texture_pair[0]
def update_animation(self, delta_time: float = 1 / 60):
# 面向转换
if self.change_x < 0 and self.character_face_direction == R_facing:
self.character_face_direction = L_facing
elif self.change_x > 0 and self.character_face_direction == L_facing:
self.character_face_direction = R_facing
# 爬行动画
if self.is_on_ladder:
self.climbing = True
if not self.is_on_ladder and self.climbing:
self.climbing = False
if self.climbing and abs(self.change_y) > 1:
self.cur_texture += 1
if self.cur_texture > 7:
self.cur_texture = 0
if self.climbing:
self.texture = self.climbing_textures[self.cur_texture // 4]
return
# 跳动画
if self.change_y > 0 and not self.is_on_ladder:
self.texture = self.jump_texture_pair[self.character_face_direction]
return
elif self.change_y < 0 and not self.is_on_ladder:
self.texture = self.fall_texture_pair[self.character_face_direction]
return
# Idle animation
if self.change_x == 0:
self.texture = self.idle_texture_pair[self.character_face_direction]
return
# 行走动画
self.cur_texture += 1
if self.cur_texture > 7:
self.cur_texture = 0
self.texture = self.walk_textures[self.cur_texture][
self.character_face_direction
]
# 添加角色
单图片.
image_source = "images/1-1.png"
self.player_sprite = arcade.Sprite(image_source, PLAYER_scaling)
类
self.player_sprite = PlayerCharacter()
def on_key_press(self, key, modifiers):
"""每当按下键时调用."""
if key == arcade.key.UP or key == arcade.key.W:
self.up_pressed = True
elif key == arcade.key.DOWN or key == arcade.key.S:
self.down_pressed = True
elif key == arcade.key.LEFT or key == arcade.key.A:
self.left_pressed = True
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.right_pressed = True
self.process_keychange()
可以一次更新多种动画
self.scene.update_animation(delta_time, [‘wanjia’])
# _*_ coding: UTF-8 _*_
# 开发人员: Administrator
# 开发时间:2022/11/5 16:59
import arcade
from arcadegame.seting import *
import os
def load_texture_pair(filename):
""" 调用文件 """
return [
arcade.load_texture(filename),
arcade.load_texture(filename, flipped_horizontally=True),
]
class PlayerCharacter(arcade.Sprite):
"""角色类"""
def __init__(self):
super().__init__()
# 默认面向右
self.character_face_direction = R_facing
# 当前图片
self.cur_texture = 0
self.scale = PLAYER_scaling
# 解色状态
self.jumping = False
self.climbing = False
self.is_on_ladder = False
# 文件路径
main_path = "images/female_Person/femalePerson"
# Load textures for idle standing
self.idle_texture_pair = load_texture_pair(f"{main_path}_idle.png")
self.jump_texture_pair = load_texture_pair(f"{main_path}_jump.png")
self.fall_texture_pair = load_texture_pair(f"{main_path}_fall.png")
# 加载行走图片
self.walk_textures = []
for i in range(8):
texture = load_texture_pair(f"{main_path}_walk{i}.png")
self.walk_textures.append(texture)
# 加载爬行图片
self.climbing_textures = []
texture = arcade.load_texture(f"{main_path}_climb0.png")
self.climbing_textures.append(texture)
texture = arcade.load_texture(f"{main_path}_climb1.png")
self.climbing_textures.append(texture)
# 设置初始图片
self.texture = self.idle_texture_pair[0]
# Hit box will be set based on the first image used. If you want to specify
# a different hit box, you can do it like the code below.
# set_hit_box = [[-22, -64], [22, -64], [22, 28], [-22, 28]]
self.hit_box = self.texture.hit_box_points
def update_animation(self, delta_time: float = 1 / 60):
# 面向转换
if self.change_x < 0 and self.character_face_direction == R_facing:
self.character_face_direction = L_facing
elif self.change_x > 0 and self.character_face_direction == L_facing:
self.character_face_direction = R_facing
# 爬行动画
if self.is_on_ladder:
self.climbing = True
if not self.is_on_ladder and self.climbing:
self.climbing = False
if self.climbing and abs(self.change_y) > 1:
self.cur_texture += 1
if self.cur_texture > 7:
self.cur_texture = 0
if self.climbing:
self.texture = self.climbing_textures[self.cur_texture // 4]
return
# 跳动画
if self.change_y > 0 and not self.is_on_ladder:
self.texture = self.jump_texture_pair[self.character_face_direction]
return
elif self.change_y < 0 and not self.is_on_ladder:
self.texture = self.fall_texture_pair[self.character_face_direction]
return
# Idle animation
if self.change_x == 0:
self.texture = self.idle_texture_pair[self.character_face_direction]
return
# 行走动画
self.cur_texture += 1
if self.cur_texture > 7:
self.cur_texture = 0
self.texture = self.walk_textures[self.cur_texture][
self.character_face_direction
]
class MyGame(arcade.Window):
def __init__(self):
# 初始化窗体
super().__init__(SCREEN_width, SCREEN_height, SCREEN_title)
self.scene = None
self.player_sprite = None
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# 上下左右按键状态
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.jump_needs_reset = False
arcade.set_background_color(arcade.csscolor.BLUE)
self.physics_engine = None
self.camera = None # 摄象机
self.gui_camera = None # 第二摄象机
self.score = 0
# 加载声音
self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")
self.jump_sound = arcade.load_sound("sounds/s3.wav")
self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
# 设置地图
self.tile_map = None
# 是否重新设置分数
self.reset_score = True
# 地图的最右边
self.end_of_map = 0
# 关卡级别
self.level = 1
def setup(self):
# 摄象机
self.camera = arcade.Camera(self.width, self.height)
self.gui_camera = arcade.Camera(self.width, self.height)
# 初始化场景
# self.scene = arcade.Scene()
#
map_name = f"地图\家1.json" # jia{self.level}.json"
# 层属性
layer_options = {
LAYER_platforms: {
"use_spatial_hash": True,
},
LAYER_tree: {
"use_spatial_hash": False,
},
'fz': {
"use_spatial_hash": True,
},
'tizi': {
"use_spatial_hash": True,
},
}
# 读地图文件
self.tile_map = arcade.load_tilemap(map_name, TILE_Scaling, layer_options)
print(self.tile_map.properties)
# print(self.tile_map.get_tilemap_layer())
# 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。
self.scene = arcade.Scene.from_tilemap(self.tile_map)
print('精灵列表', self.scene['tizi'])
if self.reset_score:
self.score = 0
self.reset_score = True
self.end_of_map = self.tile_map.width * GRID_pixel_size
# 添加角色.
self.wanjia = PlayerCharacter()
self.wanjia.center_x = PLAYER_start_x
self.wanjia.center_y = PLAYER_start_y
self.scene.add_sprite_list_after("wj", LAYER_platforms) # 添加精灵列表,把玩家放在哪一层,前后层在此关健
self.scene.add_sprite("wj",self.wanjia)
# self.physics_engine = arcade.PhysicsEnginePlatformer(
# self.wanjia, gravity_constant=GRAVITY, walls=self.scene[LAYER_tree]
# ) # 此处的walls=指定支撑图层
self.physics_engine = arcade.PhysicsEngineSimple(
self.wanjia,
walls=self.scene['fz'])
# # 设置背景色
# if self.tile_map.background_color:
# arcade.set_background_color(self.tile_map.background_color)
def on_draw(self):
self.clear()
self.camera.use() # 摄象机
self.scene.draw() # 摄相机与scence的顺序不能放错,否则不会移动
self.gui_camera.use()
# 在屏幕上绘制分数,用屏幕滚动
score_text = f"得分: {self.score}"
arcade.draw_text(score_text, 10, 500, arcade.csscolor.RED, 18, )
def process_keychange(self):
""" 当我们向上/向下改变键或上/下梯子时调用. """
if not self.up_pressed and not self.down_pressed:
self.wanjia.change_y = 0
elif self.down_pressed:
self.wanjia.change_y = -PLAYER_movement_speed
elif self.up_pressed:
self.wanjia.change_y = PLAYER_movement_speed
# 左右
if self.right_pressed and not self.left_pressed:
self.wanjia.change_x = PLAYER_movement_speed
elif self.left_pressed and not self.right_pressed:
self.wanjia.change_x = -PLAYER_movement_speed
else:
self.wanjia.change_x = 0
def on_key_press(self, key, modifiers):
"""每当按下键时调用."""
if key == arcade.key.UP or key == arcade.key.W:
self.up_pressed = True
elif key == arcade.key.DOWN or key == arcade.key.S:
self.down_pressed = True
elif key == arcade.key.LEFT or key == arcade.key.A:
self.left_pressed = True
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.right_pressed = True
self.process_keychange()
def on_key_release(self, key, modifiers):
"""键盘释放时"""
if key == arcade.key.UP or key == arcade.key.W:
self.up_pressed = False
self.jump_needs_reset = False
elif key == arcade.key.DOWN or key == arcade.key.S:
self.down_pressed = False
elif key == arcade.key.LEFT or key == arcade.key.A:
self.left_pressed = False
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.right_pressed = False
self.process_keychange()
def center_camera_to_player(self):
"""摄相机随角色移动"""
screen_center_x = self.wanjia.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.wanjia.center_y - (self.camera.viewport_height / 2)
# 防止相机出界
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
# print(player_centered)
self.camera.move_to(player_centered)
# print(self.wanjia.center_x)
def on_update(self, delta_time):
"""运动和游戏逻辑"""
self.physics_engine.update() # 运用引擎移动角色
# 掉下或level达到最后一关时,游戏结束,或重新开始
if self.wanjia.center_y < -100 or self.level==3:
self.wanjia.center_x = PLAYER_start_x
self.wanjia.center_y = PLAYER_start_y
arcade.play_sound(self.game_over)
self.process_keychange()
# 更新动画
self.scene.update_animation(delta_time, ['wj'])
# 是否走到地图尽头
if self.wanjia.center_x >= self.end_of_map:
# 关卡升级
self.level += 1
# 不需重新积分
self.reset_score = False
# 加载下个场景
self.setup()
self.center_camera_to_player() # 摄象机
def main():
"""主程序"""
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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