我能够通过 pygame 获得我想要的结果。
blit(source, dest, area=None, special_flags = 0) -> 矩形
我设置了一个两倍于地图宽度的矩形,并设置了一个函数以始终并排绘制两张地图。我添加了将地图移动为瓷砖宽度百分比的功能。
SCREENRECT = Rect(0, 0, 6025, 3010)
...
class Arena:
speed = 15
def __init__(self):
w = SCREENRECT.width
h = SCREENRECT.height
self.tilewidth = self.oceantile.get_width()
self.tileheight = self.oceantile.get_height()
print self.tilewidth, self.tileheight
self.counter = 0
self.counter2 = 0
self.ocean = pygame.Surface((w+self.tilewidth,h)).convert()
for x in range(w/self.tilewidth):
for y in range(h/self.tileheight):
self.ocean.blit(self.oceantile, (x*self.tilewidth, y*self.tileheight))
def left(self):
self.counter = (self.counter - self.speed) % self.tilewidth
def right(self):
self.counter = (self.counter + self.speed) % self.tilewidth
def up(self):
if self.counter2 > 0: self.counter2 = (self.counter2 - self.speed) % self.tileheight
def down(self):
if self.counter2 < 1140: self.counter2 = (self.counter2 + self.speed) % self.tileheight
screen.blit(arena.map, (0, 0), (arena.counter, arena.counter2, SCREENRECT.width, SCREENRECT.height))
然后我使用 blit 函数绘制地图,通过区域输入削减了 x 和 y 像素。
blit(source, dest, area=None, special_flags = 0) -> Rect
screen.blit(arena.map, (0, 0), (arena.counter, arena.counter2, SCREENRECT.width, SCREENRECT.height)).
目前我用键盘控制鼠标的滚动,但是使用 pygame 模块应该不难理解抓取和拖动功能。