我制作的相机效果不佳 播放器移动速度比相机快,为什么?

问题描述

我制作了一个游戏,但是当我想添加一个相机来移动玩家时,它不起作用:玩家移动得比相机快并离开屏幕。

我尝试从地形中移除播放器的大小,但没有任何效果 - 播放器仍然会从屏幕上消失。

这是我的代码

pygame.init()

scsizeX = 600
scsizeY = 400
screen = pygame.display.set_mode ((600,400))
clock = pygame.time.Clock ()

plrX = 300
plrY = 200
speed = 3
plrOri = "Right"
cameraX = 0
cameraY = 0
genSize = 1
gen = []

background_colour = (255,255,255)
clo = (255,0)

pygame.mouse.set_visible(False)

playerimg = pygame.image.load('assets/player.png') 
mouseimg = pygame.image.load('assets/mouse.png') 
grassimg = pygame.image.load('assets/grass.png')
stoneimg = pygame.image.load('assets/stone.png')

grassimg = pygame.transform.scale(grassimg,(64,64))
stoneimg = pygame.transform.scale(stoneimg,64))

mouseimg = pygame.transform.scale(mouseimg,(48,48))
playerimg = pygame.transform.scale(playerimg,(72,72))

screen.fill(background_colour)

player = screen.blit(playerimg,(300,200))
mouse = screen.blit(mouseimg,200))

for x in range(genSize):
    for y in range(genSize):
        g = random.randint(1,2)
        gen.append(g)

def block(tp,posX,posY):
    if tp == "grass":
        print(posX,cameraX,plrX)
        return screen.blit(grassimg,(posX - cameraX - 32,posY - cameraY - 32))
    elif tp == "stone":
        return screen.blit(stoneimg,posY - cameraY - 32))

game = True
while game:
    screen.fill(background_colour)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            game = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            mouseimg = pygame.transform.scale(mouseimg,(44,44))
        if event.type == pygame.MOUSEBUTTONUP:
            mouseimg = pygame.image.load('assets/mouse.png') 
            mouseimg = pygame.transform.scale(mouseimg,48))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_w]:
        plrY -= speed
    if keys[pygame.K_a]:
        plrX -= speed
        plrOri = "Left"
    if keys[pygame.K_s]:
        plrY += speed
    if keys[pygame.K_d]:
        plrX += speed
        plrOri = "Right"

    cameraX = plrX - (scsizeX / 2)
    cameraY = plrY - (scsizeY / 2)

    #player = screen.blit(playerimg,(plrX,plrY))

    for x in range(genSize):
        for y in range(genSize):
            g = gen[x + y]

            if g == 1:
                block("grass",x * 64,y * 64)
            elif g == 2:
                block("stone",y * 64)

    if plrOri == "Right":
        player = screen.blit(playerimg,plrY))
    elif plrOri == "Left":
        player = screen.blit(pygame.transform.flip(playerimg,True,False),plrY))

    Mx,My = pygame.mouse.get_pos()

    msrct = mouseimg.get_rect()
    msrct = msrct.move((Mx,My))
    mouse = screen.blit(mouseimg,msrct)

    pygame.display.flip()
    clock.tick(60)

pygame.quit()

我其实不明白这是什么问题。 感谢阅读。

解决方法

它确实有效。然而,“相机”定义了场景的视图。所有对象都必须相对于相机绘制。这也适用于玩家。玩家也是场景的一部分:

game = True
while game:
    # [...]

    p_pos = plrX - cameraX - 32,plrY - cameraY - 32,if plrOri == "Right":
        player = screen.blit(playerimg,p_pos)
    elif plrOri == "Left":
        player = screen.blit(pygame.transform.flip(playerimg,True,False),p_pos)