Arcade 键盘控制角色丝滑加速运动

在这里插入图片描述

"""
Show how to use acceleration and friction

Artwork from https://kenney.nl

If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_move_keyboard_accel
"""

import arcade

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Better Move Sprite with Keyboard Example"

# Important constants for this example


# Speed limit

MAX_SPEED = 3.0



# How fast we accelerate

ACCELERATION_RATE = 0.1



# How fast to slow down after we let off the key

FRICTION = 0.02



class Player(arcade.Sprite):

    def update(self):
        self.center_x += self.change_x
        self.center_y += self.change_y

        # Check to see if we hit the screen edge
        if self.left < 0:
            self.left = 0

            self.change_x = 0  # Zero x speed

        elif self.right > SCREEN_WIDTH - 1:
            self.right = SCREEN_WIDTH - 1

            self.change_x = 0


        if self.bottom < 0:
            self.bottom = 0

            self.change_y = 0

        elif self.top > SCREEN_HEIGHT - 1:
            self.top = SCREEN_HEIGHT - 1

            self.change_y = 0



class MyGame(arcade.Window):
    """
    Main application class.
    """

    def __init__(self, width, height, title):
        """
        Initializer
        """

        # Call the parent class initializer
        super().__init__(width, height, title)

        # Variables that will hold sprite lists
        self.player_list = None

        # Set up the player info
        self.player_sprite = None

        # Track the current state of what key is pressed
        self.left_pressed = False
        self.right_pressed = False
        self.up_pressed = False
        self.down_pressed = False

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)

    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()

        # Set up the player
        self.player_sprite = Player(":resources:images/animated_characters/female_person/femalePerson_idle.png",
                                    SPRITE_SCALING)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 50
        self.player_list.append(self.player_sprite)

    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        self.clear()

        # Draw all the sprites.
        self.player_list.draw()

        # Display speed
        arcade.draw_text(f"X Speed: {self.player_sprite.change_x:6.3f}", 10, 50, arcade.color.BLACK)
        arcade.draw_text(f"Y Speed: {self.player_sprite.change_y:6.3f}", 10, 70, arcade.color.BLACK)

    def on_update(self, delta_time):
        """ Movement and game logic """


        # Add some friction

        if self.player_sprite.change_x > FRICTION:

            self.player_sprite.change_x -= FRICTION

        elif self.player_sprite.change_x < -FRICTION:

            self.player_sprite.change_x += FRICTION

        else:

            self.player_sprite.change_x = 0



        if self.player_sprite.change_y > FRICTION:

            self.player_sprite.change_y -= FRICTION

        elif self.player_sprite.change_y < -FRICTION:

            self.player_sprite.change_y += FRICTION

        else:

            self.player_sprite.change_y = 0



        # Apply acceleration based on the keys pressed

        if self.up_pressed and not self.down_pressed:

            self.player_sprite.change_y += ACCELERATION_RATE

        elif self.down_pressed and not self.up_pressed:

            self.player_sprite.change_y += -ACCELERATION_RATE

        if self.left_pressed and not self.right_pressed:

            self.player_sprite.change_x += -ACCELERATION_RATE

        elif self.right_pressed and not self.left_pressed:

            self.player_sprite.change_x += ACCELERATION_RATE



        if self.player_sprite.change_x > MAX_SPEED:

            self.player_sprite.change_x = MAX_SPEED

        elif self.player_sprite.change_x < -MAX_SPEED:

            self.player_sprite.change_x = -MAX_SPEED

        if self.player_sprite.change_y > MAX_SPEED:

            self.player_sprite.change_y = MAX_SPEED

        elif self.player_sprite.change_y < -MAX_SPEED:

            self.player_sprite.change_y = -MAX_SPEED


        # Call update to move the sprite
        # If using a physics engine, call update on it instead of the sprite
        # list.
        self.player_list.update()

    def on_key_press(self, key, modifiers):
        """Called whenever a key is pressed. """

        if key == arcade.key.UP:
            self.up_pressed = True
        elif key == arcade.key.DOWN:
            self.down_pressed = True
        elif key == arcade.key.LEFT:
            self.left_pressed = True
        elif key == arcade.key.RIGHT:
            self.right_pressed = True

    def on_key_release(self, key, modifiers):
        """Called when the user releases a key. """

        if key == arcade.key.UP:
            self.up_pressed = False
        elif key == arcade.key.DOWN:
            self.down_pressed = False
        elif key == arcade.key.LEFT:
            self.left_pressed = False
        elif key == arcade.key.RIGHT:
            self.right_pressed = False


def main():
    """ Main function """
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()

这段代码是一个使用加速度和摩擦力控制精灵移动的示例。代码中使用了Arcade库来创建游戏窗口和精灵,并在每帧更新精灵的位置和速度。

首先,代码定义了一些常量,包括屏幕的宽度和高度,精灵的缩放比例以及速度和加速度的限定值。

然后,代码定义了一个名为Player的精灵类,继承自Arcade库中的Sprite类。在Player类中,有一个update方法用于更新精灵的位置。在update方法中,精灵的中心坐标根据change_x和change_y属性的值进行更新。

接下来,代码定义了一个名为MyGame的游戏窗口类,继承自Arcade库中的Window类。在MyGame类中,有初始化方法(init)、设置方法(setup)、渲染方法(on_draw)、更新方法(on_update)以及键盘按下和释放的回调方法(on_key_press和on_key_release)。

在初始化方法中,代码设置了背景颜色并创建了精灵列表和一个Player精灵对象。

在设置方法中,代码设置了Player精灵对象的初始位置,并将其添加到精灵列表中。

在渲染方法中,代码首先清空屏幕,然后绘制精灵列表中的所有精灵,并显示精灵的速度。

在更新方法中,代码首先根据摩擦力减小精灵的速度,然后根据加速度更新精灵的速度,并限制速度在一定范围内。最后,调用精灵列表的update方法来移动精灵。

在键盘按下和释放的回调方法中,代码根据按下和释放的键来设置对应的标志位,用于在更新方法中判断按键状态。

最后,代码定义了一个main函数,在函数中创建了一个MyGame对象,并调用其setup方法来初始化游戏,然后调用arcade库的run函数开始游戏循环。

通过运行这段代码,可以得到一个窗口显示精灵,并通过键盘控制精灵的移动。精灵会根据按键的状态以一定的加速度进行移动,并受到速度限制和摩擦力的影响。

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