为什么我的相机不能工作?

2024-04-19 13:34:35 发布

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我试图用this教程为我的平台创建一个相机,但我无法使它工作。它可能(希望)是很容易修复的,因为我是编程新手。在

这就是它应该做的。在

enter image description here

相反,它只是表现得好像根本没有摄像头。玩家精灵在可见的屏幕上移动。在

这是我的代码,如果你想完整的运行它,我很乐意提供:

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = pygame.Rect(0, 0, width, height)

    def apply(self, target):
        return target.rect.move(self.state.topleft)

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling at the left edge
    l = max(-(camera.width-SCREEN_WIDTH), l) # stop scrolling at the right edge
    t = max(-(camera.height-SCREEN_HEIGHT), t) # stop scrolling at the bottom
    t = min(0, t)                           # stop scrolling at the top
    return Rect(l, t, w, h)

    return Rect(l, t, w, h)

class Sprite(pygame.sprite.Sprite):
    def __init__(self,img):
        pygame.sprite.Sprite.__init__(self)

class Player(Sprite):
    def __init__(self,x,y,width,height):
        self.dx = 0
        self.dy = 0
        self.onGround = False
        self.image = pygame.image.load('robotStanding_sprite.png')
        self.rect = pygame.Rect(x,y,width,height)

    def update(self):
        self.rect.x += self.dx
        self.collide(self.dx,0,terrain_list)
        self.rect.y += self.dy
        self.collide(0,self.dy,terrain_list)

        if moving_right: self.dx = SPEED
        if moving_left: self.dx = -SPEED
        if not(moving_left or moving_right): self.dx = 0

        if moving_up:
            self.dy = -SPEED
            self.onGround = False
        elif not moving_up: self.dy = SPEED

        if self.rect.y >= LOWER_BOUNDARY-GROUND_LEVEL_HEIGHT-ROBOT_HEIGHT:
            self.rect.y = LOWER_BOUNDARY-GROUND_LEVEL_HEIGHT-ROBOT_HEIGHT
            self.onGround = True

    def collide(self,xvel,yvel,blocks):
        for block in blocks:
            if pygame.sprite.collide_rect(player,block):
                if xvel > 0: self.rect.right = block.rect.left
                if xvel < 0: self.rect.left = block.rect.right

                if yvel > 0:
                    self.rect.bottom = block.rect.top
                    self.onGround = True

class Terrain(Sprite):
    def __init__(self,img,x,y,width,height):
        self.image = pygame.image.load(img)
        self.rect = pygame.Rect(x,y,width,height)

    def addBlock(img,x,y,width,height):
        block = Terrain(img,x,y,width,height)
        terrain_list.append(block)

pygame.init()

size = [700,500]
screen = pygame.display.set_mode(size)


LEFT_BOUNDARY = 0
RIGHT_BOUNDARY = size[0]
UPPER_BOUNDARY = 0
LOWER_BOUNDARY = size[1]
HALF_WIDTH = size[0] / 2
HALF_HEIGHT = size[1] / 2
TILE_SIZE = 20
ROBOT_HEIGHT = 2*TILE_SIZE
ROBOT_WIDTH = 25
GROUND_HEIGHT = 100
GROUND_LEVEL_HEIGHT = 4*TILE_SIZE
GROUND_WIDTH = 3000
BLOCK_HEIGHT = 500
BLOCK_WIDTH = 160
SCREEN_WIDTH = 24*TILE_SIZE
SCREEN_HEIGHT = 35*TILE_SIZE

terrain_list = []

player = Player(17*TILE_SIZE,19*TILE_SIZE,ROBOT_WIDTH,ROBOT_HEIGHT)
Terrain.addBlock('ground.fw.png',
    0*TILE_SIZE,21*TILE_SIZE,GROUND_WIDTH,GROUND_HEIGHT)
Terrain.addBlock('block1.fw.png',
    -5*TILE_SIZE,0*TILE_SIZE,BLOCK_WIDTH,BLOCK_HEIGHT) # LEFT WALL
Terrain.addBlock('block1.fw.png',
    24*TILE_SIZE,16*TILE_SIZE,BLOCK_WIDTH,BLOCK_HEIGHT)
Terrain.addBlock('block1.fw.png',
    32*TILE_SIZE,20*TILE_SIZE,BLOCK_WIDTH,BLOCK_HEIGHT)
Terrain.addBlock('block1.fw.png',
    40*TILE_SIZE,12*TILE_SIZE,BLOCK_WIDTH,BLOCK_HEIGHT)

# CREATE CAMERA -----------------------------------------------------------
camera = Camera(complex_camera, 24*TILE_SIZE, 3000)


done = False
while not done:
    for event in pygame.event.get():

        if event.type == pygame.QUIT:
            done = True

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_d: moving_right = True
            if event.key == pygame.K_a: moving_left = True
            if event.key == pygame.K_w:
                if player.onGround:
                    moving_up = True
            if event.key == pygame.K_DOWN: moving_down = True

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_d: moving_right = False
            if event.key == pygame.K_a: moving_left = False
            if event.key == pygame.K_w: moving_up = False

    screen.fill(SKY_BLUE)
    camera.update(player)
    player.update()
    screen.blit(player.image,player.rect)
    for block in terrain_list:
        screen.blit(block.image,camera.apply(block))


     # DRAW TILE LINES -----------------------------------------------------
    if draw_tiles:
        x = 0
        y = 0
        for i in range(RIGHT_BOUNDARY // 2):
            pygame.draw.line(screen,BLACK,
                [x,UPPER_BOUNDARY],[x,LOWER_BOUNDARY])
            pygame.draw.line(screen,BLACK,
                [LEFT_BOUNDARY,y],[RIGHT_BOUNDARY,y])
            x += TILE_SIZE
            y += TILE_SIZE
        # tile test
        pygame.draw.rect(screen,BLACK,
            (34*TILE_SIZE,24*TILE_SIZE,TILE_SIZE,TILE_SIZE))

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

Tags: rectselfeventsizeifdefwidthblock