Pygame Platform ゲームを作成 [9]
スクロールを設定
Tasks
- Playerが画面上部1/4に達したら判定を設定
- platform spriteも落下
- platform sprite は画面外に行ったら消す
プロジェクトストラクチャー
-
project/
-- 全てを入れるフォルダ(ディレクトリ)-
main.py
-- ゲームをスタートするファイル -
settings.py
-- constantを入れておくファイル -
sprites.py
-- PlayerなどのSpriteのコードを書くファイル
-
main.py
import pygame as pg
import random
from settings import *
from sprites import *
class Game:
def __init__(self):
# ゲームを初期化
self.running = True
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.all_sprites = None
self.platforms = None
self.playing = False
self.player = None
def new(self):
# ゲームオーバー後のニューゲーム
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
for plat in PLATFORM_LIST:
p = Platform(*plat)
self.all_sprites.add(p)
self.platforms.add(p)
self.run()
def run(self):
# ゲームループ
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
# アップデート
self.all_sprites.update()
# check if player hits a platform - only if falling
if self.player.vel.y > 0:
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top + 1
self.player.vel.y = 0
# NEW!!
# もしplayerが画面上部1/4に達したら
if self.player.rect.top <= HEIGHT / 4:
self.player.pos.y += abs(self.player.vel.y) # abs = 絶対値を取得
for plat in self.platforms:
# platform spriteもplayerと共に落下
plat.rect.y += abs(self.player.vel.y)
# 画面外に行ったplatformを消す
if plat.rect.top >= HEIGHT:
plat.kill()
# NEW!!
# ゲームオーバー
# 落下を表現
if self.player.rect.bottom > HEIGHT:
# 全てのsprite
for sprite in self.all_sprites:
sprite.rect.y -= max(self.player.vel.y, 10) # max値を取得
if sprite.rect.bottom < 0: # spriteが画面上部に消えたら
sprite.kill()
if len(self.platforms) == 0:
self.playing = False
# NEW!!
# 新しいplatform を作成 / 画面には平均的に同じ数のplatform
while len(self.platforms) < 6:
width = random.randrange(50, 100)
p = Platform(random.randrange(0, WIDTH - width),
random.randrange(-75, -30),
width, 20)
self.platforms.add(p)
self.all_sprites.add(p)
def events(self):
# イベント
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def draw(self):
# 描画
self.screen.fill(BLACK)
self.all_sprites.draw(self.screen)
pg.display.flip()
def show_start_screen(self):
# ゲームスタート画面
pass
def show_go_screen(self):
# ゲームオーバー画面
pass
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_go_screen()
pg.quit()
settings.py
# game options/settings
TITLE = "Jumpy!"
WIDTH = 480
HEIGHT = 600
FPS = 60
# Player properties
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
PLAYER_GRAV = 0.8
PLAYER_JUMP = 20
# Starting platforms
PLATFORM_LIST = [(0, HEIGHT - 40, WIDTH, 40),
(WIDTH / 2 - 50, HEIGHT * 3 / 4, 100, 20),
(125, HEIGHT - 350, 100, 20),
(350, 200, 100, 20),
(175, 100, 50, 20)]
# define colors
WHITE = (255, 255, 255)
BLACK = (47, 53, 66)
DARKGREY = (27, 140, 141)
LIGHTGREY = (189, 195, 199)
GREEN = (60, 186, 84)
RED = (219, 50, 54)
YELLOW = (244, 194, 13)
BLUE = (72, 133, 237)
sprites.py
# Sprite classes
import pygame as pg
from settings import *
vec = pg.math.Vector2
# noinspection PyArgumentList
class Player(pg.sprite.Sprite):
def __init__(self, game):
super().__init__()
self.game = game
self.image = pg.Surface((30, 40))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
def jump(self):
# jump only if on a platform
self.rect.y += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.y -= 1
if hits:
self.vel.y = -PLAYER_JUMP
def update(self):
# 重力の設定
self.acc = vec(0, PLAYER_GRAV)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
# 摩擦を計算
self.acc.x += self.vel.x * PLAYER_FRICTION
# Velocity に Accelerationを足す
self.vel += self.acc
# Position に Velocity を足す
self.pos += self.vel + 0.5 * self.acc
# Check Edges
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
# 現在の位置に Positionを設定
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
super().__init__()
self.image = pg.Surface((w, h))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y