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HomeBackend DevelopmentPython TutorialHow to implement walking and double jump of game character elves using pygame

I have to admit that the translation and typesetting of the book "Introduction to PythonGame Programming" is very poor, but the demo inside is still very good. I have made some adaptations and put them here.

First the materials:

Background

Elf

All materials are Taken from this book

The next step is to create the Elf class:

 (self)
        self.master_image === -1= 1= 1=== 1============rect == (rect.width // width) * (rect.height // height) - 1 update(self, current_time, rate=30 current_time > self.last_time ++= 1 self.frame >== self.frame !== (self.frame % self.columns) *= (self.frame // self.columns) *=== self.frame

"Place" the Elf class Go to the game screen and add a background

pygame.init()
screen = pygame.display.set_mode((800, 600))
font = pygame.font.Font(None, 24)
framerate = pygame.time.Clock()

bg = pygame.image.load("background.png").convert_alpha()
pl = pygame.image.load('caveman.png').convert_alpha()# 创建精灵组group = pygame.sprite.Group()


player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1player.last_frame = 7player.position = 400, 303group.add(player)while True:for event in pygame.event.get():if event.type == QUIT:
            sys.exit()#   设置帧数framerate.tick(30)
    ticks = pygame.time.get_ticks()

In this case, the sprite is on the canvas, and we have to make it move left and right:

keys = pygame.key.get_pressed()if keys[K_ESCAPE]:
        sys.exit()if keys[K_RIGHT]:
        player.X += 8if keys[K_LEFT]:if player.X > 0:
            player.X -= 8

Then realize the jump and double jump

The next two things need to be said here Notes on segment jumping:

1. You can only jump twice before landing, which means that the elf cannot jump again after the second jump.

2. After pressing the space button, The sprite's acceleration is reset

, which requires modifying the previous code:

jump_vel = 0.0#   设置一个记录跳跃次数的变量space_number = 0#   跳跃判断player_jumping = False
player_start_y = player.Ywhile True:for event in pygame.event.get():if event.type == QUIT:
            sys.exit()if event.type == KEYDOWN:if event.key == K_SPACE:#   跳跃次数小于2次时,if space_number  0:
            player.X -= 8#   设置帧数framerate.tick(30)
    ticks = pygame.time.get_ticks()#   当按下空格后,jump_vel变量不断变大,直到接触地面if player_jumping:
        player.Y += jump_vel
        jump_vel += 2#   落地后,重置跳跃速度和其他判断变量if player.Y >= player_start_y:
                player_jumping = False
                player.Y = player_start_y
                jump_vel = 0
                space_number = 0#   创建背景    screen.blit(bg, (0, 0))# 精灵组更新group.update(ticks, 50)
    group.draw(screen)

    pygame.display.update()

All codes:

import sys, time, random, math, pygamefrom pygame.locals import *class MySprite(pygame.sprite.Sprite):def __init__(self, target):
        pygame.sprite.Sprite.__init__(self)
        self.master_image = None
        self.frame = 0
        self.old_frame = -1self.frame_width = 1self.frame_height = 1self.first_frame = 0
        self.last_frame = 0
        self.columns = 1self.last_time = 0#   使用property方法,让精灵类对坐标操作更方便def _getx(self):return self.rect.xdef _setx(self, value):
        self.rect.x = value

    X = property(_getx, _setx)def _gety(self):return self.rect.ydef _sety(self, value):
        self.rect.y = value

    Y = property(_gety, _sety)def _getpos(self):return self.rect.topleftdef _setpos(self, pos):
        self.rect.topleft = pos

    position = property(_getpos, _setpos)def load(self, filename, width, height, columns):
        self.master_image = pygame.image.load(filename).convert_alpha()
        self.frame_width = width
        self.frame_height = height
        self.rect = Rect(0, 0, width, height)
        self.columns = columns
        rect = self.master_image.get_rect()
        self.last_frame = (rect.width // width) * (rect.height // height) - 1def update(self, current_time, rate=30):#   更新帧数if current_time > self.last_time + rate:
            self.frame += 1if self.frame > self.last_frame:
                self.frame = self.first_frame
            self.last_time = current_time# 当帧数发生改变时,创建新的图片if self.frame != self.old_frame:
            frame_x = (self.frame % self.columns) * self.frame_width
            frame_y = (self.frame // self.columns) * self.frame_height
            rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
            self.image = self.master_image.subsurface(rect)
            self.old_frame = self.frame

pygame.init()
screen = pygame.display.set_mode((800, 600))
font = pygame.font.Font(None, 24)
framerate = pygame.time.Clock()

bg = pygame.image.load("background.png").convert_alpha()
pl = pygame.image.load('caveman.png').convert_alpha()# 创建精灵组group = pygame.sprite.Group()


player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1player.last_frame = 7player.position = 400, 303group.add(player)


jump_vel = 0.0#   设置一个记录跳跃次数的变量space_number = 0#   跳跃判断player_jumping = False
player_start_y = player.Ywhile True:for event in pygame.event.get():if event.type == QUIT:
            sys.exit()if event.type == KEYDOWN:if event.key == K_SPACE:#   跳跃次数小于2次时,if space_number  0:
            player.X -= 8#   设置帧数framerate.tick(30)
    ticks = pygame.time.get_ticks()#   当按下空格后,jump_vel变量不断变大,直到接触地面if player_jumping:
        player.Y += jump_vel
        jump_vel += 2#   落地后if player.Y >= player_start_y:
                player_jumping = False
                player.Y = player_start_y
                jump_vel = 0
                space_number = 0
                rush_number = 0#   创建背景    screen.blit(bg, (0, 0))# 精灵组更新group.update(ticks, 50)
    group.draw(screen)

    pygame.display.update()

In this way, a rough elf that can double jump is completed.

I am very grateful to this book for providing ideas for single jumps and giving me the idea of ​​​​thinking about double jumps. In fact, things like double jumps may seem easy, but actually they require some thinking to implement.

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