问题描述
所以我的问题是,当我降落在第3块或熔岩上时,我的播放器没有死,并且我尝试了是否tile =='3':display.blit及其内部的内容,但在我之后的行中将pygame.quit放到下一行sys.exit上
DeprecationWarning:必需为整数(got类型为float)。不建议使用 int 隐式转换为整数,并且在将来的Python版本中可能会将其删除。 obj_rect = pygame.Rect(background_object [1] [0]-滚动[0] * background_object [0],
那我的解决方案是什么,如果您需要我的地图,那就是。 一点点解释。 0是空气,1是泥土,2是草,3是熔岩。请全屏查看地图,否则将看起来一团糟。
] 2 idle位于播放器动画文件夹中的空闲设置中,运行位于播放器动画文件夹中的运行设置中。很抱歉,如果很小,但我希望熔岩变大,并且由于弃用警告,该代码未运行且仅结束。000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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map.txt000
import pygame,sys,os
clock = pygame.time.Clock()
from pygame.locals import *
pygame.init() # initiates pygame
pygame.display.set_caption('Pygame Platformer')
WINDOW_SIZE = (600,400)
screen = pygame.display.set_mode(WINDOW_SIZE,32) # initiate the window
display = pygame.Surface((300,200)) # used as the surface for rendering,which is scaled
moving_right = False
moving_left = False
vertical_momentum = 0
air_timer = 0
true_scroll = [0,0]
def load_map(path):
f = open(path + '.txt','r')
data = f.read()
f.close()
data = data.split('\n')
game_map = []
for row in data:
game_map.append(list(row))
return game_map
global animation_frames
animation_frames = {}
def load_animation(path,frame_durations):
global animation_frames
animation_name = path.split('/')[-1]
animation_frame_data = []
n = 0
for frame in frame_durations:
animation_frame_id = animation_name + '_' + str(n)
img_loc = path + '/' + animation_frame_id + '.png'
# player_animations/idle/idle_0.png
animation_image = pygame.image.load(img_loc).convert()
animation_image.set_colorkey((255,255,255))
animation_frames[animation_frame_id] = animation_image.copy()
for i in range(frame):
animation_frame_data.append(animation_frame_id)
n += 1
return animation_frame_data
def change_action(action_var,frame,new_value):
if action_var != new_value:
action_var = new_value
frame = 0
return action_var,frame
animation_database = {}
animation_database['run'] = load_animation('player_animations/run',[7,7])
animation_database['idle'] = load_animation('player_animations/idle',7,40])
game_map = load_map('2')
grass_img = pygame.image.load('grass.png')
dirt_img = pygame.image.load('dirt.png')
lava_img = pygame.image.load('lava.jpeg')
player_action = 'idle'
player_frame = 0
player_flip = False
player_rect = pygame.Rect(100,100,5,13)
background_objects = [[0.25,[120,10,70,400]],[0.25,[280,30,40,[0.5,[30,[130,90,[300,80,120,400]]]
def collision_test(rect,tiles):
hit_list = []
for tile in tiles:
if rect.colliderect(tile):
hit_list.append(tile)
return hit_list
def move(rect,movement,tiles):
collision_types = {'top': False,'bottom': False,'right': False,'left': False}
rect.x += movement[0]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[0] > 0:
rect.right = tile.left
collision_types['right'] = True
elif movement[0] < 0:
rect.left = tile.right
collision_types['left'] = True
rect.y += movement[1]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[1] > 0:
rect.bottom = tile.top
collision_types['bottom'] = True
elif movement[1] < 0:
rect.top = tile.bottom
collision_types['top'] = True
return rect,collision_types
while True: # game loop
display.fill((146,244,255)) # clear screen by filling it with blue
true_scroll[0] += (player_rect.x - true_scroll[0] - 152) / 20
true_scroll[1] += (player_rect.y - true_scroll[1] - 106) / 20
scroll = true_scroll.copy()
scroll[0] = int(scroll[0])
scroll[1] = int(scroll[1])
pygame.draw.rect(display,(7,75),pygame.Rect(0,300,80))
for background_object in background_objects:
obj_rect = pygame.Rect(background_object[1][0] - scroll[0] * background_object[0],background_object[1][1] - scroll[1] * background_object[0],background_object[1][2],background_object[1][3])
if background_object[0] == 0.5:
pygame.draw.rect(display,(14,222,150),obj_rect)
else:
pygame.draw.rect(display,(9,91,85),obj_rect)
tile_rects = []
y = 0
for layer in game_map:
x = 0
for tile in layer:
if tile == '1':
display.blit(dirt_img,(x * 16 - scroll[0],y * 16 - scroll[1]))
if tile == '2':
display.blit(grass_img,y * 16 - scroll[1]))
if tile == '3':
display.blit(lava_img,y * 16 - scroll[1]))
if tile != '0':
tile_rects.append(pygame.Rect(x * 16,y * 16,16,16))
x += 1
y += 1
player_movement = [0,0]
if moving_right == True:
player_movement[0] += 2
if moving_left == True:
player_movement[0] -= 2
player_movement[1] += vertical_momentum
vertical_momentum += 0.2
if vertical_momentum > 3:
vertical_momentum = 3
if player_movement[0] == 0:
player_action,player_frame = change_action(player_action,player_frame,'idle')
if player_movement[0] > 0:
player_flip = False
player_action,'run')
if player_movement[0] < 0:
player_flip = True
player_action,'run')
player_rect,collisions = move(player_rect,player_movement,tile_rects)
if collisions['bottom'] == True:
air_timer = 0
vertical_momentum = 0
else:
air_timer += 1
player_frame += 1
if player_frame >= len(animation_database[player_action]):
player_frame = 0
player_img_id = animation_database[player_action][player_frame]
player_img = animation_frames[player_img_id]
display.blit(pygame.transform.flip(player_img,player_flip,False),(player_rect.x - scroll[0],player_rect.y - scroll[1]))
for event in pygame.event.get(): # event loop
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
moving_right = True
if event.key == K_LEFT:
moving_left = True
if event.key == K_UP:
if air_timer < 6:
vertical_momentum = -5
if event.type == KEYUP:
if event.key == K_RIGHT:
moving_right = False
if event.key == K_LEFT:
moving_left = False
screen.blit(pygame.transform.scale(display,WINDOW_SIZE),(0,0))
pygame.display.update()
clock.tick(60)
解决方法
(评论要回答)
警告仅表示您正在将浮点数传递给Rect
构造函数。 Pygame无法绘制半像素,因此它内部会四舍五入,浪费了CPU周期。
一个快速解决方案是将参数转换为整数。使用int
截断浮点数的小数部分。
obj_rect = pygame.Rect(int(background_object[1][0] - scroll[0] * background_object[0]),int(background_object[1][1] - scroll[1] * background_object[0]),int(background_object[1][2]),int(background_object[1][3]))