我和我的一个朋友刚刚开始在 repl.it 上学习使用 pygame 进行编程,对于我们的第一个“真正”项目,我们希望制作一个像点击式冒险这样的老派游戏。
但是,我们在角色的移动方面遇到了问题,如果我们单击屏幕上的某个位置,角色就会“传送”到那里,但我们希望它看起来尽可能平滑。
所以基本上,我们想要摆脱角色的“传送”,而是从角色当前位置到鼠标位置进行平滑的逐帧过渡。
我们已经尝试减慢 while 循环的速度,以便每次执行 while 循环时都可以投影字符,但这只会使整个站点崩溃,我们还尝试在 repl.it 之外执行此操作,以防它是网站有问题,但在那里也不起作用。
#PMC = Character
#mpos = the mouse position
#mstate= the state of the mouse buttons (0 if nothing is pressed, 1 if a mouse
#button is pressed)
#charspeed = the speed at which the character moves (=1px)
```
#---PMC movement when mouse click-----------------------
#---x,y = mpos x2,y2 = characterpos
if mstate == (1,0,0):
#print('x: ', x, ' y: ', y, ' x2: ', x2, ' y2: ', y2) #debugging_positions
while x2 != x:
if x2>x:
x2-=charspeed
screen.blit(pmc, (x2-46, y2-184))
if x2<x:
x2+=charspeed
screen.blit(pmc, (x2-46, y2-184))
while y2 != y:
if y2>y:
y2 -= charspeed
screen.blit(pmc, (x2-46, y2-184))
if y2<y:
y2 += charspeed
screen.blit(pmc, (x2-46, y2-184))
你有一个游戏循环,所以使用它。只需在每一帧中将角色移动特定位置即可。例如,每帧将角色移动
step
:
step = 1
if x2 + step <= x:
x2 += step
elif x2 - step >= x:
x2 -= step
else:
x2 = x
if y2 + step <= y:
y2 += step
elif y2 - step >= y:
y2 -= step
else:
y2 = y
对于更复杂的解决方案,您必须计算点到目标的欧几里得距离。 使用
pygame.math.Vector2
进行计算。
计算跟随者与精灵之间的距离以及从 (
follower_x
, follower_y
) 到 (mainsprite_x
, mainsprite_y
) 的单位方向向量。 单位向量可以通过将方向向量除以距离或通过标准化(normalize()
)方向向量来计算:
target_vector = Vector2(mainsprite_x, mainsprite_y)
follower_vector = Vector2(follower_x, follower_y)
distance = follower_vector.distance_to(target_vector)
direction_vector = target_vector - follower_vector
if distance > 0:
direction_vector /= distance
现在您可以定义精确的
step_distance
并移动到精灵的 follower int 方向:
if distance > 0:
new_follower_vector = follower_vector + direction_vector * step_distance.
定义
maximum_distance
和 minimum_distance
。最小步距为:
min_step = max(0, distance - maximum_distance)
最大步距为
max_step = distance - minimum_distance
把它们放在一起:
minimum_distance = 0
maximum_distance = 10000
target_vector = Vector2(mainsprite_x, mainsprite_y)
follower_vector = Vector2(follower_x, follower_y)
new_follower_vector = Vector2(follower_x, follower_y)
distance = follower_vector.distance_to(target_vector)
if distance > minimum_distance:
direction_vector = (target_vector - follower_vector) / distance
min_step = max(0, distance - maximum_distance)
max_step = distance - minimum_distance
step_distance = min_step + (max_step - min_step) * LERP_FACTOR
new_follower_vector = follower_vector + direction_vector * step_distance
最小示例: repl.it/@Rabbid76/PyGame-FollowMouseSmoothly
import pygame
LERP_FACTOR = 0.05
minimum_distance = 25
maximum_distance = 100
def FollowMe(pops, fpos):
target_vector = pygame.math.Vector2(*pops)
follower_vector = pygame.math.Vector2(*fpos)
new_follower_vector = pygame.math.Vector2(*fpos)
distance = follower_vector.distance_to(target_vector)
if distance > minimum_distance:
direction_vector = (target_vector - follower_vector) / distance
min_step = max(0, distance - maximum_distance)
max_step = distance - minimum_distance
step_distance = min_step + (max_step - min_step) * LERP_FACTOR
new_follower_vector = follower_vector + direction_vector * step_distance
return (new_follower_vector.x, new_follower_vector.y)
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
follower = (100, 100)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
player = pygame.mouse.get_pos()
follower = FollowMe(player, follower)
window.fill(0)
pygame.draw.circle(window, (0, 0, 255), player, 10)
pygame.draw.circle(window, (255, 0, 0), (round(follower[0]), round(follower[1])), 10)
pygame.display.flip()
我不建议使用 repl.it,因为它运行速度非常慢。
你的代码应该看起来更像这样:
while True:
screen.fill((0,0,0))
stuff happens
if x2>x:
x2-=charspeed
elif x2<x:
x2+=charspeed
elif y2>y:
y2 -= charspeed
elif y2<y:
y2 += charspeed
screen.blit(pmc, (x2-46, y2-184))
pygame.display.flip()
直到显示一直移动到 (x,y) 时才更新显示
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