如何使此代码正常工作:只需安装pyglet并将assassin1.png
,assassin2.png
和assassin3.png
更改为存储在保存此代码的目录中的图像名称文件。
import pyglet
def sprite_type(type_ = "standing"):
if type_ == "moving-forward":
moving_forward_image_list = [pyglet.image.load('assassin2.png'), pyglet.image.load('assassin3.png')]
moving_forward_animation = pyglet.image.Animation.from_image_sequence(moving_forward_image_list, 0.3)
return moving_forward_animation
if type_ == "standing":
standing_animation = pyglet.image.load("assassin1.png")
return standing_animation
class Assassin(pyglet.sprite.Sprite):
def __init__(self, batch, img):
pyglet.sprite.Sprite.__init__(self, img, x = 50, y = 30)
class Game(pyglet.window.Window):
def __init__(self):
pyglet.window.Window.__init__(self, width = 315, height = 220)
self.batch_draw = pyglet.graphics.Batch()
self.player_dict = {"standing": Assassin(batch = self.batch_draw, img = sprite_type()), "moving-forward": Assassin(batch = self.batch_draw, img = sprite_type(type_ = "moving-forward"))}
self.player = self.player_dict["standing"]
self.fps_display = pyglet.clock.ClockDisplay()
self.keys_held = []
self.schedule = pyglet.clock.schedule_interval(func = self.update, interval = 1/60.)
def on_draw(self):
self.clear()
self.fps_display.draw()
self.batch_draw.draw()
self.player.draw()
def on_key_press(self, symbol, modifiers):
self.keys_held.append(symbol)
if symbol == pyglet.window.key.RIGHT:
self.player = self.player_dict["moving-forward"]
print "The 'RIGHT' key was pressed"
def on_key_release(self, symbol, modifiers):
self.keys_held.pop(self.keys_held.index(symbol))
self.player = self.player_dict["standing"]
def update(self, interval):
if pyglet.window.key.RIGHT in self.keys_held:
self.player.x += 50 * interval
if __name__ == "__main__":
window = Game()
pyglet.app.run()
此代码显示assassin1.png
,而位置(50 30)没有按键,当按住右键时角色向前移动,每隔0.3秒显示2张图像assassin2.png
和{{1}切换为给出行走角色的错觉。此外,还显示了fps。
目前,当您释放该键时,该角色将返回原始位置(50,30)。当您再次按下该键时,角色会从行走角色最后停止的位置移动。
我理解为什么会发生这种情况,因为步行动画角色和站立角色是同一班级的两个不同实例。 我首先想到使用类变量我能够存储位置。但我似乎无法想出一个有效的解决方案。有没有人有任何想法我能做什么?
assassin3.png
答案 0 :(得分:1)
你需要一个具有运动状态的角色,而不是拥有站立角色和行走角色。