Как реализовать камеру в pygame с использованием tiled map editor?
подскажите алгоритм как используя tiled map editor, создать камеру, которая следит за игроком. В идеале, чтобы камера перемещалась лишь в том случае, если игрок дошёл до какого-то места на экране (допустим, по 50 пикселей от угла).
Текущий код:
import pygame, sys
from random import randint
from pytmx.util_pygame import load_pygame
class Player(pygame.sprite.Sprite):
def __init__(self,pos,group):
super().__init__(group)
self.image = pygame.image.load('graphics/player.png').convert_alpha()
self.rect = self.image.get_rect(center = pos)
self.direction = pygame.math.Vector2()
self.speed = 5
def input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
self.direction.y = -1
elif keys[pygame.K_DOWN]:
self.direction.y = 1
else:
self.direction.y = 0
if keys[pygame.K_RIGHT]:
self.direction.x = 1
elif keys[pygame.K_LEFT]:
self.direction.x = -1
else:
self.direction.x = 0
def update(self):
self.input()
self.rect.center += self.direction * self.speed
class CameraGroup(pygame.sprite.Group):
def __init__(self):
super().__init__()
self.display_surface = pygame.display.get_surface()
# camera offset
self.offset = pygame.math.Vector2()
self.half_w = self.display_surface.get_size()[0] // 2
self.half_h = self.display_surface.get_size()[1] // 2
# box setup
self.camera_borders = {'left': 200, 'right': 200, 'top': 100, 'bottom': 100}
l = self.camera_borders['left']
t = self.camera_borders['top']
w = self.display_surface.get_size()[0] - (self.camera_borders['left'] + self.camera_borders['right'])
h = self.display_surface.get_size()[1] - (self.camera_borders['top'] + self.camera_borders['bottom'])
self.camera_rect = pygame.Rect(l,t,w,h)
# ground
self.ground_surf = pygame.image.load('graphics/ground.png').convert_alpha()
self.ground_rect = self.ground_surf.get_rect(topleft = (0,0))
# camera speed
self.keyboard_speed = 5
self.mouse_speed = 0.2
# zoom
self.zoom_scale = 1
self.internal_surf_size = (2500,2500)
self.internal_surf = pygame.Surface(self.internal_surf_size, pygame.SRCALPHA)
self.internal_rect = self.internal_surf.get_rect(center = (self.half_w,self.half_h))
self.internal_surface_size_vector = pygame.math.Vector2(self.internal_surf_size)
self.internal_offset = pygame.math.Vector2()
self.internal_offset.x = self.internal_surf_size[0] // 2 - self.half_w
self.internal_offset.y = self.internal_surf_size[1] // 2 - self.half_h
def center_target_camera(self,target):
self.offset.x = target.rect.centerx - self.half_w
self.offset.y = target.rect.centery - self.half_h
def box_target_camera(self,target):
if target.rect.left < self.camera_rect.left:
self.camera_rect.left = target.rect.left
if target.rect.right > self.camera_rect.right:
self.camera_rect.right = target.rect.right
if target.rect.top < self.camera_rect.top:
self.camera_rect.top = target.rect.top
if target.rect.bottom > self.camera_rect.bottom:
self.camera_rect.bottom = target.rect.bottom
self.offset.x = self.camera_rect.left - self.camera_borders['left']
self.offset.y = self.camera_rect.top - self.camera_borders['top']
def keyboard_control(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_a]: self.camera_rect.x -= self.keyboard_speed
if keys[pygame.K_d]: self.camera_rect.x += self.keyboard_speed
if keys[pygame.K_w]: self.camera_rect.y -= self.keyboard_speed
if keys[pygame.K_s]: self.camera_rect.y += self.keyboard_speed
self.offset.x = self.camera_rect.left - self.camera_borders['left']
self.offset.y = self.camera_rect.top - self.camera_borders['top']
def mouse_control(self):
mouse = pygame.math.Vector2(pygame.mouse.get_pos())
mouse_offset_vector = pygame.math.Vector2()
left_border = self.camera_borders['left']
top_border = self.camera_borders['top']
right_border = self.display_surface.get_size()[0] - self.camera_borders['right']
bottom_border = self.display_surface.get_size()[1] - self.camera_borders['bottom']
if top_border < mouse.y < bottom_border:
if mouse.x < left_border:
mouse_offset_vector.x = mouse.x - left_border
pygame.mouse.set_pos((left_border,mouse.y))
if mouse.x > right_border:
mouse_offset_vector.x = mouse.x - right_border
pygame.mouse.set_pos((right_border,mouse.y))
elif mouse.y < top_border:
if mouse.x < left_border:
mouse_offset_vector = mouse - pygame.math.Vector2(left_border,top_border)
pygame.mouse.set_pos((left_border,top_border))
if mouse.x > right_border:
mouse_offset_vector = mouse - pygame.math.Vector2(right_border,top_border)
pygame.mouse.set_pos((right_border,top_border))
elif mouse.y > bottom_border:
if mouse.x < left_border:
mouse_offset_vector = mouse - pygame.math.Vector2(left_border,bottom_border)
pygame.mouse.set_pos((left_border,bottom_border))
if mouse.x > right_border:
mouse_offset_vector = mouse - pygame.math.Vector2(right_border,bottom_border)
pygame.mouse.set_pos((right_border,bottom_border))
if left_border < mouse.x < right_border:
if mouse.y < top_border:
mouse_offset_vector.y = mouse.y - top_border
pygame.mouse.set_pos((mouse.x,top_border))
if mouse.y > bottom_border:
mouse_offset_vector.y = mouse.y - bottom_border
pygame.mouse.set_pos((mouse.x,bottom_border))
self.offset += mouse_offset_vector * self.mouse_speed
def zoom_keyboard_control(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_q]:
self.zoom_scale += 0.1
if keys[pygame.K_e]:
self.zoom_scale -= 0.1
def custom_draw(self,player):
# self.center_target_camera(player)
self.box_target_camera(player)
# self.keyboard_control()
# self.mouse_control()
# self.zoom_keyboard_control()
# ground
"""ground_offset = self.ground_rect.topleft - self.offset + self.internal_offset
self.internal_surf.blit(self.ground_surf,ground_offset)"""
# active elements
for sprite in sorted(self.sprites(),key = lambda sprite: sprite.rect.centery):
offset_pos = sprite.rect.topleft - self.offset + self.internal_offset
self.internal_surf.blit(sprite.image,offset_pos)
scaled_surf = pygame.transform.scale(self.internal_surf,self.internal_surface_size_vector * self.zoom_scale)
scaled_rect = scaled_surf.get_rect(center = (self.half_w,self.half_h))
self.display_surface.blit(scaled_surf,scaled_rect)
class Tile(pygame.sprite.Sprite):
def __init__(self, pos, surf, groups):
super().__init__(groups)
self.image = surf
self.rect = self.image.get_rect(topleft=pos)
pygame.init()
screen = pygame.display.set_mode((1280,720))
clock = pygame.time.Clock()
pygame.event.set_grab(True)
tmx_data = load_pygame('map_v2.0/map_new/map.tmx')
sprite_group = pygame.sprite.Group()
for layer in tmx_data.visible_layers:
# if layer.name in ('Floor', 'Plants and rocks', 'Pipes')
if hasattr(layer, 'data'):
for x, y, surf in layer.tiles():
pos = (x * 64, y * 64)
Tile(pos=pos, surf=surf, groups=sprite_group)
# setup
camera_group = CameraGroup()
player = Player((640,360),camera_group)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEWHEEL:
camera_group.zoom_scale += event.y * 0.03
screen.fill('#71ddee')
sprite_group.draw(screen)
camera_group.update()
camera_group.custom_draw(player)
pygame.display.update()
clock.tick(60)