几张图片的动画精灵

时间:2012-12-26 17:46:59

标签: python animation sprite pygame

我一直在寻找一些关于使用Pygame从Python中的少量图像制作简单精灵动画的好教程。我还没有找到我正在寻找的东西。

我的问题很简单:如何使用少量图像制作动画精灵(例如:制作几张尺寸为20x20px的爆炸图像为一个但动画效果)

有什么好主意吗?

4 个答案:

答案 0 :(得分:15)

您可以尝试修改您的精灵,以便在update内将其图像换成另一个精灵。这样,当渲染精灵时,它看起来会动画。

修改

这是我制作的一个简单示例:

import pygame
import sys

def load_image(name):
    image = pygame.image.load(name)
    return image

class TestSprite(pygame.sprite.Sprite):
    def __init__(self):
        super(TestSprite, self).__init__()
        self.images = []
        self.images.append(load_image('image1.png'))
        self.images.append(load_image('image2.png'))
        # assuming both images are 64x64 pixels

        self.index = 0
        self.image = self.images[self.index]
        self.rect = pygame.Rect(5, 5, 64, 64)

    def update(self):
        '''This method iterates through the elements inside self.images and 
        displays the next one each tick. For a slower animation, you may want to 
        consider using a timer of some sort so it updates slower.'''
        self.index += 1
        if self.index >= len(self.images):
            self.index = 0
        self.image = self.images[self.index]

def main():
    pygame.init()
    screen = pygame.display.set_mode((250, 250))

    my_sprite = TestSprite()
    my_group = pygame.sprite.Group(my_sprite)

    while True:
        event = pygame.event.poll()
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit(0)

        # Calling the 'my_group.update' function calls the 'update' function of all 
        # its member sprites. Calling the 'my_group.draw' function uses the 'image'
        # and 'rect' attributes of its member sprites to draw the sprite.
        my_group.update()
        my_group.draw(screen)
        pygame.display.flip()

if __name__ == '__main__':
    main()

它假定您在代码所在的同一文件夹中有两个名为image1.pngimage2.png的图像。

答案 1 :(得分:14)

有两种类型的动画:依赖于帧依赖于时间。两者都以类似的方式工作。

在主循环之前

  1. 将所有图像加载到列表中。
  2. 创建三个变量:
    1. index,用于跟踪图像列表的当前索引。
    2. current_timecurrent_frame跟踪自上次索引切换以来的当前时间或当前帧。
    3. animation_timeanimation_frames,用于定义切换图片前应经过的秒数或帧数。
  3. 主循环期间

    1. current_time增加自上次递增后经过的秒数,或将current_frame增加1。
    2. 检查current_time >= animation_timecurrent_frame >= animation_frame。如果是,则继续3-5。
    3. 重置current_time = 0current_frame = 0
    4. 增加索引,除非它等于或大于图像数量。在这种情况下,请重置index = 0
    5. 相应地更改精灵的图像。
    6. 一个完整的工作示例

      import os
      import pygame
      pygame.init()
      
      SIZE = WIDTH, HEIGHT = 720, 480
      BACKGROUND_COLOR = pygame.Color('black')
      FPS = 60
      
      screen = pygame.display.set_mode(SIZE)
      clock = pygame.time.Clock()
      
      
      def load_images(path):
          """
          Loads all images in directory. The directory must only contain images.
      
          Args:
              path: The relative or absolute path to the directory to load images from.
      
          Returns:
              List of images.
          """
          images = []
          for file_name in os.listdir(path):
              image = pygame.image.load(path + os.sep + file_name).convert()
              images.append(image)
          return images
      
      
      class AnimatedSprite(pygame.sprite.Sprite):
      
          def __init__(self, position, images):
              """
              Animated sprite object.
      
              Args:
                  position: x, y coordinate on the screen to place the AnimatedSprite.
                  images: Images to use in the animation.
              """
              super(AnimatedSprite, self).__init__()
      
              size = (32, 32)  # This should match the size of the images.
      
              self.rect = pygame.Rect(position, size)
              self.images = images
              self.images_right = images
              self.images_left = [pygame.transform.flip(image, True, False) for image in images]  # Flipping every image.
              self.index = 0
              self.image = images[self.index]  # 'image' is the current image of the animation.
      
              self.velocity = pygame.math.Vector2(0, 0)
      
              self.animation_time = 0.1
              self.current_time = 0
      
              self.animation_frames = 6
              self.current_frame = 0
      
          def update_time_dependent(self, dt):
              """
              Updates the image of Sprite approximately every 0.1 second.
      
              Args:
                  dt: Time elapsed between each frame.
              """
              if self.velocity.x > 0:  # Use the right images if sprite is moving right.
                  self.images = self.images_right
              elif self.velocity.x < 0:
                  self.images = self.images_left
      
              self.current_time += dt
              if self.current_time >= self.animation_time:
                  self.current_time = 0
                  self.index = (self.index + 1) % len(self.images)
                  self.image = self.images[self.index]
      
              self.rect.move_ip(*self.velocity)
      
          def update_frame_dependent(self):
              """
              Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
              """
              if self.velocity.x > 0:  # Use the right images if sprite is moving right.
                  self.images = self.images_right
              elif self.velocity.x < 0:
                  self.images = self.images_left
      
              self.current_frame += 1
              if self.current_frame >= self.animation_frames:
                  self.current_frame = 0
                  self.index = (self.index + 1) % len(self.images)
                  self.image = self.images[self.index]
      
              self.rect.move_ip(*self.velocity)
      
          def update(self, dt):
              """This is the method that's being called when 'all_sprites.update(dt)' is called."""
              # Switch between the two update methods by commenting/uncommenting.
              self.update_time_dependent(dt)
              # self.update_frame_dependent()
      
      
      def main():
          images = load_images(path='temp')  # Make sure to provide the relative or full path to the images directory.
          player = AnimatedSprite(position=(100, 100), images=images)
          all_sprites = pygame.sprite.Group(player)  # Creates a sprite group and adds 'player' to it.
      
          running = True
          while running:
      
              dt = clock.tick(FPS) / 1000  # Amount of seconds between each loop.
      
              for event in pygame.event.get():
                  if event.type == pygame.QUIT:
                      running = False
                  elif event.type == pygame.KEYDOWN:
                      if event.key == pygame.K_RIGHT:
                          player.velocity.x = 4
                      elif event.key == pygame.K_LEFT:
                          player.velocity.x = -4
                      elif event.key == pygame.K_DOWN:
                          player.velocity.y = 4
                      elif event.key == pygame.K_UP:
                          player.velocity.y = -4
                  elif event.type == pygame.KEYUP:
                      if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
                          player.velocity.x = 0
                      elif event.key == pygame.K_DOWN or event.key == pygame.K_UP:
                          player.velocity.y = 0
      
              all_sprites.update(dt)  # Calls the 'update' method on all sprites in the list (currently just the player).
      
              screen.fill(BACKGROUND_COLOR)
              all_sprites.draw(screen)
              pygame.display.update()
      
      
      if __name__ == '__main__':
          main()
      

      何时选择

      与时间相关的动画允许您以相同的速度播放动画,无论帧速率有多慢/多快,计算机速度是多少。这允许程序在不影响动画的情况下自由更改帧速率,即使计算机无法跟上帧速率,它也会保持一致。如果程序滞后,动画将赶上它本应该没有发生滞后的状态。

      虽然,可能会发生动画周期与帧速率不同步,使动画周期看起来不规则。例如,假设我们每0.05秒更新一次帧,每0.075秒更新一次动画切换图像,那么周期就是:

      1. 第1帧; 0.00秒; image 1
      2. 第2帧; 0.05秒; image 1
      3. 第3帧; 0.10秒; image 2
      4. 第4帧; 0.15秒; image 1
      5. 第5帧; 0.20秒; image 1
      6. 第6帧; 0.25秒; image 2
      7. 等等......

        如果您的计算机可以始终如一地处理帧速率,则

        依赖于帧可以看起来更顺畅。如果滞后发生,它将暂停其当前状态并在滞后停止时重新启动,这使得滞后更加明显。这个替代方案稍微容易实现,因为您只需要在每次调用时将current_frame增加1,而不是处理增量时间(dt)并将其传递给每个对象。

        精灵

        enter image description here enter image description here enter image description here enter image description here enter image description here enter image description here

        结果

        enter image description here

答案 2 :(得分:2)

你应该在一个大的“画布”上拥有所有的精灵动画,所以对于3个20x20的爆炸精灵帧你将拥有60x20的图像。现在,您可以通过加载图像区域来获得正确的帧。

在你的精灵类中,很可能在更新方法中你应该有这样的东西(简单的硬编码,我更喜欢让单独的类来负责选择正确的动画帧)。 self.f = 0上的__init__

def update(self):
    images = [[0, 0], [20, 0], [40, 0]]
    self.f += 1 if self.f < len(images) else 0
    self.image = your_function_to_get_image_by_coordinates(images[i])

答案 3 :(得分:0)

对于动画的 Sprite ,必须生成图像列表(pygame.Surface对象)。列表的不同图片显示在每一帧中,就像电影中的图片一样。这样可以显示动画对象的外观。
获取图像列表的一种方法是加载动画的GIF (Graphics Interchange Format)。不幸的是,PyGame没有提供加载动画GIF帧的功能。但是,有几个堆栈溢出答案可以解决此问题:

一种方法是使用流行的Pillow库(pip install Pillow)。以下函数加载动画的 GIF 的帧并生成pygame.Surface对象的列表:

from PIL import Image, ImageSequence
def loadGIF(filename):
    pilImage = Image.open(filename)
    frames = []
    for frame in ImageSequence.Iterator(pilImage):
        frame = frame.convert('RGBA')
        pygameImage = pygame.image.fromstring(
            frame.tobytes(), frame.size, frame.mode).convert_alpha()
        frames.append(pygameImage)
    return frames

创建一个pygame.sprite.Sprite类来维护图像列表。实现一种更新方法,以在每帧中选择不同的图像。
将图像列表传递给类构造函数。添加一个index属性,该属性指示列表中当前图像的索引。用Update方法增加索引。如果索引大于或等于图像列表的长度,请重置索引(或使用模(%)运算符)。通过订阅从列表中获取当前图像:

class AnimatedSpriteObject(pygame.sprite.Sprite):
    def __init__(self, x, bottom, images):
        pygame.sprite.Sprite.__init__(self)
        self.images = images
        self.image = self.images[0]
        self.rect = self.image.get_rect(midbottom = (x, bottom))
        self.image_index = 0
    def update(self):
        self.image_index += 1
        if self.image_index >= len(self.images):
            self.image_index = 0
        self.image = self.images[self.image_index]

另请参阅Sprite

示例GIF(来自Animated Gifs, Animated Image):

最小示例: repl.it/@Rabbid76/PyGame-SpriteAnimation

import pygame
from PIL import Image, ImageSequence

def loadGIF(filename):
    pilImage = Image.open(filename)
    frames = []
    for frame in ImageSequence.Iterator(pilImage):
        frame = frame.convert('RGBA')
        pygameImage = pygame.image.fromstring(
            frame.tobytes(), frame.size, frame.mode).convert_alpha()
        frames.append(pygameImage)
    return frames
 
class AnimatedSpriteObject(pygame.sprite.Sprite):
    def __init__(self, x, bottom, images):
        pygame.sprite.Sprite.__init__(self)
        self.images = images
        self.image = self.images[0]
        self.rect = self.image.get_rect(midbottom = (x, bottom))
        self.image_index = 0
    def update(self):
        self.image_index += 1
        self.image = self.images[self.image_index % len(self.images)]
        self.rect.x -= 5
        if self.rect.right < 0:
            self.rect.left = pygame.display.get_surface().get_width()

pygame.init()
window = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()
ground = window.get_height() * 3 // 4

gifFrameList = loadGIF('stone_age.gif')
animated_sprite = AnimatedSpriteObject(window.get_width() // 2, ground, gifFrameList)    
all_sprites = pygame.sprite.Group(animated_sprite)

run = True
while run:
    clock.tick(20)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    all_sprites.update()

    window.fill((127, 192, 255), (0, 0, window.get_width(), ground))
    window.fill((255, 127, 64), (0, ground, window.get_width(), window.get_height() - ground))
    all_sprites.draw(window)
    pygame.display.flip()

pygame.quit()
exit()