在 pygame 中这样分层的好方法是什么? [英] What is a good way to layer like this in pygame?
问题描述
我一直在 pygame 中开发一个小项目.这是一个高架 2D 游戏,但如果玩家在一个物体后面,我需要玩家在它后面一层.如果玩家在物体的前面,它需要在它前面一层.
I've been working on a small project in pygame. It's an overhead 2D game, but if a player is behind an object, I need the player to be one layer behind it. If the player is in front of the object, it needs to be a layer ahead of it.
for image, imagerect, imageypos in zip(blitimages, blitrects, blitypositions):
if realy < imageypos:
screen.blit(playerimage, playerimagerect)
screen.blit(image, imagerect)
if realy > imageypos:
screen.blit(image, imagerect)
screen.blit(playerimage, playerimagerect)
if realy == imageypos:
screen.blit(playerimage, playerimagerect)
screen.blit(image, imagerect)
这是我试过的,但它不起作用.它总是在前面显示播放器.
That is what I've tried but it does not work. It is displaying the player always in front.
供参考:
blitrects = [house1imagerect, house2imagerect, rock1imagerect]
blitimages = [house1image, house2image, rock1image]
blitypositions = [house1y, house2y, rock1y]
我最需要一种方法来正确地做到这一点(这也很快),以及为什么这种方法不起作用.如果需要答案,我愿意发布更多部分代码,只需发表评论即可!提前致谢!
I am mostly in need of a way to do this correctly (that's also fast), and why this way didn't work. I am willing to post more parts of the code if needed for an answer, just post a comment saying so! Thanks in advance!
完整代码:
import sys, pygame, math, random
pygame.init()
size = width, height = 1000,720
x = 0
y = 0
house1x = 500
house1y = 360
house2x = 1470
house2y = 360
rock1x = -100
rock1y = 300
scrollx = 0
scrolly = 0
screen = pygame.display.set_mode(size, pygame.DOUBLEBUF)
counter = 0
playercollideRect = pygame.rect.Rect((0, 0), (75, 25))
house1collideRect = pygame.rect.Rect((0, 0), (870, 605))
house2collideRect = pygame.rect.Rect((0, 0), (870, 605))
rock1collideRect = pygame.rect.Rect((0, 0), (140, 100))
collision = False
lastkey = 'down'
animationdirection = 'down'
playerimage = pygame.image.load("img/player/player0.png").convert_alpha()
playerimagerect = playerimage.get_rect()
house1image = pygame.image.load("img/structures/house1.png").convert_alpha()
house1imagerect = house1image.get_rect()
house2image = pygame.image.load("img/structures/house2.png").convert_alpha()
house2imagerect = house2image.get_rect()
rock1image = pygame.image.load("img/objects/rock1.png").convert_alpha()
rock1imagerect = rock1image.get_rect()
clock = pygame.time.Clock()
screencolor = 0, 155, 20
gamefont = pygame.font.SysFont("arial", 30)
playeranimationdown = ['img/player/player1.png','img/player/player0.png','img/player/player2.png','img/player/player0.png']
playeranimationup = ['img/player/playerback1.png','img/player/playerback0.png','img/player/playerback2.png','img/player/playerback0.png']
playeranimationleft = ['img/player/playerleft1.png','img/player/playerleft0.png','img/player/playerleft2.png','img/player/playerleft0.png']
playeranimationright = ['img/player/playerright1.png','img/player/playerright0.png','img/player/playerright2.png','img/player/playerright0.png']
pygame.mixer.music.load('audio/music/ambient.mp3')
pygame.mixer.music.set_endevent(pygame.constants.USEREVENT)
pygame.mixer.music.play()
pygame.display.set_caption('Game')
pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP])
colliders = [house1collideRect, house2collideRect, rock1collideRect]
blitrects = [house1imagerect, house2imagerect, rock1imagerect]
blitimages = [house1image, house2image, rock1image]
blitypositions = [house1y, house2y, rock1y]
while 1:
clock.tick(500)
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if y > 720-75-100:
y = 720-75-100
scrolly -= 1
if y < 0+75+100:
y = 0+75+100
scrolly += 1
if x > 1000-37-100:
x=1000-37-100
scrollx -=1
if x < 0+37+100:
x = 0+37+100
scrollx +=1
for collider in colliders:
if playercollideRect.colliderect(collider):
if lastkey == 'left':
x += 1
if lastkey == 'right':
x -= 1
if lastkey == 'up':
y += 1
if lastkey == 'down':
y -= 1
collision = True
else:
collision = False
keys = pygame.key.get_pressed()
if keys[pygame.K_UP] or keys[pygame.K_DOWN] or keys[pygame.K_LEFT] or keys[pygame.K_RIGHT]:
if keys[pygame.K_UP]:
y -= 1
if not collision == True:
playerimage = pygame.image.load(playeranimationup[int(math.floor(counter/50))]).convert_alpha()
counter = (counter + 1) % 200
lastkey = 'up'
elif keys[pygame.K_DOWN]:
y += 1
if not collision == True:
playerimage = pygame.image.load(playeranimationdown[int(math.floor(counter/50))]).convert_alpha()
counter = (counter + 1) % 200
lastkey = 'down'
elif keys[pygame.K_RIGHT]:
x += 1
if not collision == True:
playerimage = pygame.image.load(playeranimationright[int(math.floor(counter/50))]).convert_alpha()
counter = (counter + 1) % 200
lastkey = 'right'
elif keys[pygame.K_LEFT]:
x -= 1
if not collision == True:
playerimage = pygame.image.load(playeranimationleft[int(math.floor(counter/50))]).convert_alpha()
counter = (counter + 1) % 200
lastkey = 'left'
playerimagerect.centerx = x
playerimagerect.centery = y
house1imagerect.centerx = house1x+scrollx
house1imagerect.centery = house1y+scrolly
house2imagerect.centerx = house2x+scrollx
house2imagerect.centery = house2y+scrolly
rock1imagerect.centerx = rock1x+scrollx
rock1imagerect.centery = rock1y+scrolly
playercollideRect.midbottom = playerimagerect.midbottom
house1collideRect.midbottom = house1imagerect.midbottom
house2collideRect.midbottom = house2imagerect.midbottom
rock1collideRect.midbottom = rock1imagerect.midbottom
realx = x-scrollx
realy = y-scrolly
for image, imagerect, imageypos in zip(blitimages, blitrects, blitypositions):
if realy < imageypos:
screen.blit(playerimage, playerimagerect)
screen.blit(image, imagerect)
if realy > imageypos:
screen.blit(image, imagerect)
screen.blit(playerimage, playerimagerect)
if realy == imageypos:
screen.blit(playerimage, playerimagerect)
screen.blit(image, imagerect)
label = gamefont.render(str('FPS: '+str(clock.get_fps())), 1, (255,255,0))
screen.blit(label, (50, 50))
pygame.display.flip()
screen.fill(screencolor)
推荐答案
我尝试使用此代码(它很可能有效)
I tried with this code (it most likely works)
当红色表面在绿色后面时,绿色会重叠,这就是我让它有点透明的原因.当红色超车时,它将在绿色上闪烁.代码和你做的一样.IDK 为什么你的不起作用
When the red surface is behind the green the green will overlap, that's why I've kept it a little transparent. When the red overtakes it will be blitted on the green. The code is same as you did. IDK why yours doesn't work
import pygame
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((800,600))
surface1 = pygame.Surface((50,50))
surface1.fill((255,0,0))
surface2 = pygame.Surface((50,50))
surface2.fill((0,255,0))
surface2.set_alpha(196)
surface1X = 0
surface1Y = 275
surface2X = 400
surface2Y = 275
x_change = 0
y_change = 0
speed = 2
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -speed
if event.key == pygame.K_RIGHT:
x_change = speed
if event.key == pygame.K_UP:
y_change = -speed
if event.key == pygame.K_DOWN:
y_change = speed
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_UP or event.key == pygame.K_DOWN:
x_change = 0
y_change = 0
surface1X += x_change
surface1Y += y_change
screen.fill((255,255,255))
if (surface1X < surface2X):
screen.blit(surface1, (surface1X, surface1Y))
screen.blit(surface2, (surface2X, surface2Y))
else:
screen.blit(surface2, (surface2X, surface2Y))
screen.blit(surface1, (surface1X, surface1Y))
pygame.display.update()
clock.tick(60)
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