""" 本程序加载一个tmx地图。 tmx地图文件是一个xml文件,记录了地图的属性,详细地描述了地图的情况。里面主要的标签有map标签,tileset标签,layer标签和data标签。 map标签记录地图整个属性,如宽度,高度,渲染顺序,图块宽高, tileset标签记录图块信息,主要是图块集的来源 layer标签记录图层信息,图层有id,有名字,有宽度,有高度。有些图层用来做地面或平台,有些图层上面放金币而不做为平台的一部分。 data标签记录图块的二维信息。和csv记录的信息相似。 以下是一个tmx文件示例://后面内容不是的。 <?xml version="1.0" encoding="UTF-8"?> <map version="1.2" tiledversion="1.2.2" orientation="orthogonal" renderorder="right-down" width="20" height="7" maker="lixingqiu" tilewidth="64" tileheight="64" infinite="0" nextlayerid="3" nextobjectid="1"> <tileset firstgid="1" source="platformPack_tilesheet.tsx"/> <layer id="1" name="平台" width="20" height="7"> //图层1是平台,就是角色跳来跳去的那个地面,这些地面由图块组成,下面的data就是描述它们的类型和位置的。 <data encoding="csv"> 85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85, 0,0,0,85,85,85,85,85,85,0,0,0,0,0,0,0,0,0,0,0, 0,0,85,85,85,88,0,0,0,0,0,0,0,0,0,1,1,1,0,0, 85,85,85,85,85,0,0,1,1,0,0,0,0,0,1,4,4,4,1,0, 0,0,0,0,0,0,1,4,4,1,76,0,0,1,1,4,4,4,1,1, 1,1,1,1,1,1,4,4,1,1,1,1,1,1,1,4,4,4,1,1, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 </data> </layer> <layer id="2" name="coin" width="20" height="7"> //图层2是金币道具层,角色接收金币,这些金币放在哪?这里就是描述它们by lixingqiu。 <data encoding="csv"> 49,49,49,49,49,49,49,49,49,49,0,0,0,0,0,0,0,0,0,0, 0,49,49,49,49,49,49,49,49,49,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,49,49,49,49,49,49,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 </data> </layer> </map> """ import arcade import os import time SPRITE_SCALING = 0.5 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Arcade街机模块中tmx地图使用方法示例" SPRITE_PIXEL_SIZE = 128 GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * SPRITE_SCALING) # 视口的左右上下 VIEWPORT_MARGIN_TOP = 60 VIEWPORT_MARGIN_BOTTOM = 60 VIEWPORT_RIGHT_MARGIN = 270 VIEWPORT_LEFT_MARGIN = 270 # 物理参数 MOVEMENT_SPEED = 5 JUMP_SPEED = 23 GRAVITY = 1.1 class MyGame(arcade.Window): """ Main application class. """ def __init__(self): """ Initializer """ super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # 定义角色列表 self.wall_list = None self.player_list = None self.coin_list = None # 定义玩家变量 self.score = 0 self.player_sprite = None self.physics_engine = None self.view_left = 0 self.view_bottom = 0 self.game_over = False self.last_time = None self.frame_count = 0 self.fps_message = None def setup(self): """ Set up the game and initialize the variables. """ # 角色列表实例化 self.player_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() # 玩家实例化 self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) # 玩家起始坐标 self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 self.player_list.append(self.player_sprite) platforms_layer_name = 'Platforms' # 平台层的名称 coins_layer_name = 'Coins' # 金币层的名称 map_name = "map.tmx" # 加载地图到内存 my_map = arcade.read_tiled_map(map_name, SPRITE_SCALING) # 墙也就是平台阵列 map_array = my_map.layers_int_data[platforms_layer_name] # 地图宽度 self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE # 根据地图和图层产生墙列表 self.wall_list = arcade.generate_sprites(my_map, platforms_layer_name, SPRITE_SCALING) # 根据地图和图层产生金币列表 self.coin_list = arcade.generate_sprites(my_map, coins_layer_name, SPRITE_SCALING) # 如果有背景颜色属性则设置背景颜色 if my_map.backgroundcolor: arcade.set_background_color(my_map.backgroundcolor) #设定平台型的物理引擎 self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite, self.wall_list, gravity_constant=GRAVITY) # 设定视口初始边界 self.view_left = 0 self.view_bottom = 0 self.game_over = False def on_draw(self): """ Render the screen. """ self.frame_count += 1 # 此命令要在所有绘画命令之前执行 arcade.start_render() # 画所有的角色 self.player_list.draw() self.wall_list.draw() self.coin_list.draw() if self.last_time and self.frame_count % 60 == 0: # 约1秒显示一次fps fps = 1.0 / (time.time() - self.last_time) * 60 self.fps_message = f"FPS: {fps:5.0f}" if self.fps_message: arcade.draw_text(self.fps_message, self.view_left + 10, self.view_bottom + 40, arcade.color.BLACK, 14) if self.frame_count % 60 == 0: self.last_time = time.time() # 在左下角写上距离 distance = self.player_sprite.right output = f"Distance: {distance}" arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20, arcade.color.BLACK, 14) if self.game_over: arcade.draw_text("Game Over", self.view_left + 200, self.view_bottom + 200, arcade.color.BLACK, 30) def on_key_press(self, key, modifiers): """ 当按键时调用此方法 """ if key == arcade.key.UP: if self.physics_engine.can_jump(): self.player_sprite.change_y = JUMP_SPEED elif key == arcade.key.LEFT: self.player_sprite.change_x = -MOVEMENT_SPEED elif key == arcade.key.RIGHT: self.player_sprite.change_x = MOVEMENT_SPEED def on_key_release(self, key, modifiers): """ 当松开键时调用此方法 """ if key == arcade.key.LEFT or key == arcade.key.RIGHT: self.player_sprite.change_x = 0 def update(self, delta_time): """ 移动角色与游戏逻辑 """ if self.player_sprite.right >= self.end_of_map: self.game_over = True # 游戏没结束时调用物理引擎的更新方法 if not self.game_over: self.physics_engine.update() coins_hit = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list) for coin in coins_hit: coin.kill() self.score += 1 # --- Manage Scrolling --- # Track if we need to change the view port changed = False # Scroll left left_bndry = self.view_left + VIEWPORT_LEFT_MARGIN if self.player_sprite.left < left_bndry: self.view_left -= left_bndry - self.player_sprite.left changed = True # Scroll right right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_RIGHT_MARGIN if self.player_sprite.right > right_bndry: self.view_left += self.player_sprite.right - right_bndry changed = True # Scroll up top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN_TOP if self.player_sprite.top > top_bndry: self.view_bottom += self.player_sprite.top - top_bndry changed = True # Scroll down bottom_bndry = self.view_bottom + VIEWPORT_MARGIN_BOTTOM if self.player_sprite.bottom < bottom_bndry: self.view_bottom -= bottom_bndry - self.player_sprite.bottom changed = True # If we need to scroll, go ahead and do it. if changed: self.view_left = int(self.view_left) self.view_bottom = int(self.view_bottom) arcade.set_viewport(self.view_left, SCREEN_WIDTH + self.view_left, self.view_bottom, SCREEN_HEIGHT + self.view_bottom) def main(): window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main()
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