Мне нужно сделать игру для класса, у меня должна быть прокручивающаяся камера, полностью текстурированный фон, и спрайт должен быть плавным. Мне нужно, чтобы прямоугольник превратился в спрайт. Этот код, который я нашел на Добавьте прокрутку к платформеру в Pygame , но я пытаюсь выяснить, как удалить прямоугольник и импортировать спрайт. Может быть, добавить некоторые текстуры на уровень. Может кто-то помочь мне с этим? Спасибо:)
import pygame
from pygame import *
SCREEN_SIZE = pygame.Rect((0, 0, 800, 640))
TILE_SIZE = 32
GRAVITY = pygame.Vector2((0, 0.3))
class CameraAwareLayeredUpdates(pygame.sprite.LayeredUpdates):
def __init__(self, target, world_size):
super().__init__()
self.target = target
self.cam = pygame.Vector2(0, 0)
self.world_size = world_size
if self.target:
self.add(target)
def update(self, *args):
super().update(*args)
if self.target:
x = -self.target.rect.center[0] + SCREEN_SIZE.width/2
y = -self.target.rect.center[1] + SCREEN_SIZE.height/2
self.cam += (pygame.Vector2((x, y)) - self.cam) * 0.05
self.cam.x = max(-(self.world_size.width-SCREEN_SIZE.width), min(0, self.cam.x))
self.cam.y = max(-(self.world_size.height-SCREEN_SIZE.height), min(0, self.cam.y))
def draw(self, surface):
spritedict = self.spritedict
surface_blit = surface.blit
dirty = self.lostsprites
self.lostsprites = []
dirty_append = dirty.append
init_rect = self._init_rect
for spr in self.sprites():
rec = spritedict[spr]
newrect = surface_blit(spr.image, spr.rect.move(self.cam))
if rec is init_rect:
dirty_append(newrect)
else:
if newrect.colliderect(rec):
dirty_append(newrect.union(rec))
else:
dirty_append(newrect)
dirty_append(rec)
spritedict[spr] = newrect
return dirty
def main():
pygame.init()
screen = pygame.display.set_mode(SCREEN_SIZE.size)
pygame.display.set_caption("Use arrows to move!")
timer = pygame.time.Clock()
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P P",
"P P",
"P PPPPPPPP P",
"P P",
"P PPPPPPP P",
"P PPPPPP P",
"P P",
"P PPPPPPP P",
"P P",
"P PPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P P",
"P P",
"P P",
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]
platforms = pygame.sprite.Group()
player = Player(platforms, (TILE_SIZE, TILE_SIZE))
level_width = len(level[0])*TILE_SIZE
level_height = len(level)*TILE_SIZE
entities = CameraAwareLayeredUpdates(player, pygame.Rect(0, 0, level_width, level_height))
# build the level
x = y = 0
for row in level:
for col in row:
if col == "P":
Platform((x, y), platforms, entities)
if col == "E":
ExitBlock((x, y), platforms, entities)
x += TILE_SIZE
y += TILE_SIZE
x = 0
while 1:
for e in pygame.event.get():
if e.type == QUIT:
return
if e.type == KEYDOWN and e.key == K_ESCAPE:
return
entities.update()
screen.fill((0, 0, 0))
entities.draw(screen)
pygame.display.update()
timer.tick(60)
class Entity(pygame.sprite.Sprite):
def __init__(self, color, pos, *groups):
super().__init__(*groups)
self.image = Surface((TILE_SIZE, TILE_SIZE))
self.image.fill(color)
self.rect = self.image.get_rect(topleft=pos)
class Player(Entity):
def __init__(self, platforms, pos, *groups):
super().__init__(Color("#0000FF"), pos)
self.vel = pygame.Vector2((0, 0))
self.onGround = False
self.platforms = platforms
self.speed = 8
self.jump_strength = 10
def update(self):
pressed = pygame.key.get_pressed()
up = pressed[K_UP]
left = pressed[K_LEFT]
right = pressed[K_RIGHT]
running = pressed[K_SPACE]
if up:
# only jump if on the ground
if self.onGround: self.vel.y = -self.jump_strength
if left:
self.vel.x = -self.speed
if right:
self.vel.x = self.speed
if running:
self.vel.x *= 1.5
if not self.onGround:
# only accelerate with gravity if in the air
self.vel += GRAVITY
# max falling speed
if self.vel.y > 100: self.vel.y = 100
print(self.vel.y)
if not(left or right):
self.vel.x = 0
# increment in x direction
self.rect.left += self.vel.x
# do x-axis collisions
self.collide(self.vel.x, 0, self.platforms)
# increment in y direction
self.rect.top += self.vel.y
# assuming we're in the air
self.onGround = False;
# do y-axis collisions
self.collide(0, self.vel.y, self.platforms)
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, ExitBlock):
pygame.event.post(pygame.event.Event(QUIT))
if xvel > 0:
self.rect.right = p.rect.left
if xvel < 0:
self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, pos, *groups):
super().__init__(Color("#DDDDDD"), pos, *groups)
class ExitBlock(Platform):
def __init__(self, pos, *groups):
super().__init__(Color("#0033FF"), pos, *groups)
if __name__ == "__main__":
main()