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我試圖在pygame中製作2D遊戲,有點像口袋妖怪。我現在真的陷入了一個問題,我不知道如何解決。pygame 2d平鋪滾動邊不加載
當我移動我的角色時,我會滾動地圖,讓玩家保持居中。我創建了一個「動畫」,通過每次偏移2個像素的距離,而不是移動整個瓷磚大小,所以我得到流暢的動畫。我遇到的問題是,當我移動時,屏幕不會在我正在移動的邊緣加載新的圖塊,因此邊緣最終會出現空白區域,直到完成完整的動畫。我會鏈接到我的代碼,希望有人能幫助我:)
TILESIZE = 32
MAP_WIDTH = 25
MAP_HEIGHT = 25
class Player(pygame.sprite.Sprite):
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
super().__init__()
self.name = "Player"
self.width = width
self.height = height
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = int(TILESIZE * (MAP_WIDTH/2)) - TILESIZE/2
self.rect.y = int(TILESIZE * (MAP_HEIGHT/2)) - TILESIZE/2
class World:
def __init__(self):
self.shiftX = 0
self.shiftY = 0
self.tile_map = [ [DIRT for w in range(MAP_WIDTH)] for h in range(MAP_HEIGHT)]
for row in range(MAP_HEIGHT):
for column in range(MAP_WIDTH):
try:
if real_map[row + self.shiftY][column + self.shiftX] == 0:
tile = DIRT
elif real_map[row + self.shiftY][column + self.shiftX] == 1:
tile = GRASS
elif real_map[row + self.shiftY][column + self.shiftX] == 2:
tile = WATER
else:
tile = DIRT
self.tile_map[row][column] = tile
except:
self.tile_map[row][column] = WATER
def shiftWorld(self):
for row in range(MAP_HEIGHT):
for column in range(MAP_WIDTH):
try:
if real_map[row + self.shiftY][column + self.shiftX] == 0:
tile = DIRT
elif real_map[row + self.shiftY][column + self.shiftX] == 1:
tile = GRASS
elif real_map[row + self.shiftY][column + self.shiftX] == 2:
tile = WATER
else:
tile = DIRT
self.tile_map[row][column] = tile
except:
self.tile_map[row][column] = WATER
def okToMove(self, key):
if key[K_w]:
if self.tile_map[int(MAP_WIDTH/2 - 1)][int(MAP_HEIGHT/2)] != 2:
return True
elif key[K_s]:
if self.tile_map[int(MAP_WIDTH/2 + 1)][int(MAP_HEIGHT/2)] != 2:
return True
elif key[K_a]:
if self.tile_map[int(MAP_WIDTH/2)][int(MAP_HEIGHT/2) - 1] != 2:
return True
elif key[K_d]:
if self.tile_map[int(MAP_WIDTH/2)][int(MAP_HEIGHT/2) + 1] != 2:
return True
def start_game():
pygame.init()
clock = pygame.time.Clock()
#HÄR KAN VI MÅLA UPP MER
#SCREEN = pygame.display.set_mode((MAP_WIDTH*TILESIZE, MAP_HEIGHT*TILESIZE))
world = World()
SCREEN = pygame.display.set_mode((TILESIZE * (MAP_WIDTH-2), TILESIZE * (MAP_HEIGHT-4)))
running = True
player = Player(BLACK, 32, 32)
sprites = pygame.sprite.Group()
sprites.add(player)
movement = 0
offsetY = 0
offsetX = 0
animation_north = False
animation_south = False
animation_west = False
animation_east = False
while running:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
#Get keyinput and do whatever needs to be done
key = pygame.key.get_pressed()
if key[K_ESCAPE]:
pygame.quit()
sys.exit()
if animation_east or animation_north or animation_south or animation_west:
pass
else:
if key[K_w]:
okToMove = world.okToMove(key)
if okToMove == True:
animation_north = True
else:
pass
elif key[K_a]:
okToMove = world.okToMove(key)
if okToMove == True:
animation_west = True
elif key[K_s]:
okToMove = world.okToMove(key)
if okToMove == True:
animation_south = True
elif key[K_d]:
okToMove = world.okToMove(key)
if okToMove == True:
animation_east = True
if animation_north == True:
if movement == 32:
movement = 0
world.shiftY -= 1
world.shiftWorld()
offsetY = 0
animation_north = False
else:
offsetY += 4
movement += 4
if animation_south == True:
if movement == 32:
movement = 0
world.shiftY += 1
world.shiftWorld()
offsetY = 0
animation_south = False
intY = 0
else:
offsetY -= 4
movement += 4
if animation_west == True:
if movement == 32:
movement = 0
world.shiftX -= 1
world.shiftWorld()
offsetX = 0
animation_west = False
else:
offsetX += 4
movement += 4
if animation_east == True:
if movement == 32:
world.shiftX += 1
world.shiftWorld()
movement = 0
offsetX = 0
animation_east = False
else:
offsetX -= 4
movement += 4
SCREEN.fill(WHITE)
for row in range(MAP_HEIGHT):
for column in range(MAP_WIDTH):
SCREEN.blit(textures[world.tile_map[row][column]], (column*TILESIZE + offsetX, row*TILESIZE + offsetY))
sprites.draw(SCREEN)
pygame.display.update()
pygame.display.flip()
clock.tick(60)
start_game()
我有向下和向右的移動,通過改變工作: SCREEN = pygame.display.set_mode((TILESIZE *(地圖寬度),TILESIZE *(地圖高度))) 到: SCREEN = pygame.display.set_mode((TILESIZE *(MAP_WIDTH-1),TILESIZE *(MAP_HEIGHT-1)))。 非常感謝!我的問題是我如何繪製現在應該是負面的框架?屏幕上方的瓦片和左側的瓦片!感謝迄今爲止的幫助! – madswed
如果您接受我的幫助,您可以將其標記爲已接受。 :)請詳細說明這個問題。 「畫出應該是負面的畫面?屏幕上方的瓷磚和左邊的瓷磚」是什麼意思?你爲什麼需要畫這些?他們不在可見的屏幕區域嗎? – emorphus
好吧,我會盡我所能。屏幕上方和屏幕左側的瓷磚的確在可見區域外面。問題是當我移動我的角色時,我畫了一個偏移量: (column * TILESIZE + offsetX,row * TILESIZE + offsetY)) 所以它在偏移區域顯示的是白色: SCREEN.fill(WHITE) 我在想,如果我可以在每個方向上繪製可見屏幕1瓦片外部,它所繪製的偏移量不會是白色的,而是下一個瓦片! – madswed