如何在Python中渲染基于等距平铺的世界?
我在使用Python和Pygame以及以下代码渲染基于等轴测2D平铺的世界时遇到了一些问题:如何在Python中渲染基于等距平铺的世界?,python,pygame,render,tile,isometric,Python,Pygame,Render,Tile,Isometric,我在使用Python和Pygame以及以下代码渲染基于等轴测2D平铺的世界时遇到了一些问题: ''' Map Rendering Demo rendermap.py By James Walker (trading as Ilmiont Software). Copyright (C)Ilmiont Software 2013. All rights reserved. This is a simple program demonstrating rendering a 2D map in P
'''
Map Rendering Demo
rendermap.py
By James Walker (trading as Ilmiont Software).
Copyright (C)Ilmiont Software 2013. All rights reserved.
This is a simple program demonstrating rendering a 2D map in Python with Pygame from a list of map data.
Support for isometric or flat view is included.
'''
import pygame
from pygame.locals import *
pygame.init()
DISPLAYSURF = pygame.display.set_mode((640, 480), DOUBLEBUF) #set the display mode, window title and FPS clock
pygame.display.set_caption('Map Rendering Demo')
FPSCLOCK = pygame.time.Clock()
map_data = [
[1, 1, 1, 1, 1],
[1, 0, 0, 0, 1],
[1, 0, 0, 0, 1],
[1, 0, 0, 0, 1],
[1, 0, 0, 0, 1],
[1, 1, 1, 1, 1]
] #the data for the map expressed as [row[tile]].
wall = pygame.image.load('wall.png').convert() #load images
grass = pygame.image.load('grass.png').convert()
tileWidth = 64 #holds the tile width and height
tileHeight = 64
currentRow = 0 #holds the current map row we are working on (y)
currentTile = 0 #holds the current tile we are working on (x)
for row in map_data: #for every row of the map...
for tile in row:
tileImage = wall
cartx = currentTile * 64 #x is the index of the currentTile * the tile width
print(cartx)
carty = currentRow * 64 #y is the index of the currentRow * the tile height
print(carty)
x = cartx - carty
print(x)
y = (cartx + carty) / 2
print(y)
print('\n\n')
currentTile += 1 #increase the currentTile holder so we know that we are starting rendering a new tile in a moment
DISPLAYSURF.blit(tileImage, (x, y)) #display the actual tile
currentTile = 0 #reset the current working tile to 0 (we're starting a new row remember so we need to render the first tile of that row at index 0)
currentRow += 1 #increment the current working row so we know we're starting a new row (used for calculating the y coord for the tile)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYUP:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
pygame.display.flip()
FPSCLOCK.tick(30)
使用的瓷砖尺寸为64x64;运行时,上述代码生成以下输出:
瓷砖都有透明的边缘,在本例中只有“墙”瓷砖,但显然有些地方出了问题,因为瓷砖相距太远
我试着在网上阅读一些教程,但我似乎找不到一个真正用Python编写的教程,所以请告诉我哪里出了问题
提前感谢,,
Ilmiont试试这个:
print(carty)
x = (cartx - carty) / 2
print(x)
y = (cartx + carty)/4*3
测试后,将convert()修改为convert_alpha(),因为优化会在convert()上杀死alpha
我还修改了y(/4*3),以考虑您的图像。这对我来说很有用。您可以通过将colorkey设置为黑色来消除黑色三角形,我复制了您的示例,并通过更改以下内容来修复它:
for row in map_data: #for every row of the map...
for tile in row:
tileImage = wall
x = cartx - carty
print(x)
y = (cartx + carty) / 2
到
可从以下地址找到:
可能有更好的方法来设置所有颜色的关键点,但我尝试了这个,它似乎工作。我看到了关于alpha的评论,我相信这也会更好
关于定位,您只需要从屏幕中间开始渲染。我可以通过简单的更改对您的代码执行此操作:
for row in map_data: #for every row of the map...
for tile in row:
tileImage = wall
x = cartx - carty
print(x)
y = (cartx + carty) / 2
到
我希望这有助于任何新来此线程 好吧,这样效果更好,但我现在得到了这个结果:黑色三角形(部分)保留。你确定那些黑色部分是透明的吗?你能在附件中发布你的map.png吗?您也可以尝试:wall=pygame.image.load('wall.png')。convert_alpha()这是我正在演示的“wall.png”互动程序:哦,对不起。。。A.H是对的;我没有转换成阿尔法。因此,现在贴图渲染正确,但它仍然不是真正正确的形状。。。如何在屏幕中央渲染它???