使用多个图像重叠/不工作的Pygame动画

时间:2014-07-12 03:23:10

标签: python animation pygame

import pygame

pygame.init()

window = pygame.display.set_mode((800,600))

pygame.display.set_caption("TEST2")

black=(0,0,0)
white=(255,255,255)

moveX,moveY=0,0

clock = pygame.time.Clock()

class Sprite:

    def __init__(self,x,y):

        self.x=x

        self.y=y

        self.width=100

        self.height=110

        self.i100 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite0.PNG")

        self.i1 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite1.PNG")

        self.i2 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite2.PNG")

        self.i3 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite3.PNG")

        self.i4 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite4.PNG")

        self.i5 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite5.PNG")

        self.i6 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite6.PNG")

        self.i7 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite7.PNG")

        self.i8 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite8.PNG")

        self.i9 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite9.PNG")

        self.i10 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite10.PNG")

        self.i11 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite11.PNG")

        self.timeTarget=10

        self.timeNum=0

        self.currentImage=0

    def update(self):

        self.timeNum+=1

        if(self.timeNum==self.timeTarget):

            if (self.currentImage==0):

                self.currentImage+=1

            else:
                self.currentImage=0

            self.timeNum=0

        self.render()

    def render(self):

        if (self.currentImage==0):

            window.blit(self.i100, (self.x,self.y))

        else:

            window.blit(self.i1, (self.x,self.y))

            window.blit(self.i2, (self.x,self.y))

            window.blit(self.i3, (self.x,self.y))

player=Sprite(110,100)
gameLoop = True
while gameLoop:

    for event in pygame.event.get():

        if event.type==pygame.QUIT:

            gameLoop = False

        if (event.type==pygame.KEYDOWN):

            if (event.key==pygame.K_LEFT):

                moveX = -3

            if (event.key==pygame.K_RIGHT):

                moveX = 3

            if (event.key==pygame.K_UP):

                moveY = -3

            if (event.key==pygame.K_DOWN):

                moveY = 3

        if (event.type==pygame.KEYUP):

            if (event.key==pygame.K_LEFT):

                moveX=0

            if (event.key==pygame.K_RIGHT):

                moveX=0

            if (event.key==pygame.K_UP):

                moveY=0

            if (event.key==pygame.K_DOWN):

                moveY=0

    window.fill(black)

    player.x+=moveX

    player.x+=moveY

    player.update()

    clock.tick(50)

    pygame.display.flip()

pygame.quit()

我正在尝试将11张照片动画为带有pygame的动画。这段代码有效,但是当我运行它时,图片似乎几乎重叠。我为前几张图片做了window.blit并将它们放在else下?我觉得我错了。另外,我必须加上我非常擅长拿起人们想说的话,并从榜样中学到最好的东西。谢谢!

2 个答案:

答案 0 :(得分:3)

BTW:您的代码可能如下所示:

我在示例中使用了我的图像,但图像中仍然存在线条。

我使用计时器来改变图像 您可以按空格键暂停并退出以退出。

import pygame

#----------------------------------------------------------------------

class Sprite:

    def __init__(self, x, y, curren_time):

        self.rect = pygame.Rect(x, y, 100, 110)

        self.images = []

        #for x in range(12):
        for x in range(1,4):
            img = pygame.image.load("ball" + str(x) +".png")
            #img = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite" + str(x) +".PNG")
            self.images.append( img )

        self.current_image = 0

        self.time_num = 100 # miliseconds
        self.time_target = curren_time + self.time_num

    def update(self, curren_time):

        if curren_time >= self.time_target:

            self.time_target = curren_time + self.time_num

            self.current_image += 1

            if self.current_image == len(self.images):
                self.current_image = 0


    def render(self, window):

        window.blit(self.images[self.current_image], self.rect)

#----------------------------------------------------------------------
# CONSTANS - uppercase

BLACK = (0  ,0  ,0  )
WHITE = (255,255,255)

#----------------------------------------------------------------------
# MAIN

def main():

    pygame.init()

    window = pygame.display.set_mode((800,600))

    pygame.display.set_caption("TEST2")

    move_x, move_y = 0, 0

    clock = pygame.time.Clock()
    curren_time = pygame.time.get_ticks()

    player = Sprite(110,100, curren_time)

    font = pygame.font.SysFont(None, 150)
    pause_text = font.render("PAUSE", 1, WHITE)
    pause_rect = pause_text.get_rect( center = window.get_rect().center ) # center text on screen

    # mainloop

    state_game = True
    state_pause = False

    while state_game:

        curren_time = pygame.time.get_ticks()

        # events

        for event in pygame.event.get():

            if event.type == pygame.QUIT:
                state_game = False

            elif event.type == pygame.KEYDOWN:

                if event.key == pygame.K_ESCAPE:
                    state_game = False

                elif event.key == pygame.K_SPACE:
                    state_pause = not state_pause

                if event.key == pygame.K_LEFT:
                    move_x = -3

                elif event.key == pygame.K_RIGHT:
                    move_x = 3

                elif event.key == pygame.K_UP:
                    move_y = -3

                elif event.key == pygame.K_DOWN:
                    move_y = 3

            elif event.type == pygame.KEYUP:

                if event.key in (pygame.K_LEFT, pygame.K_RIGHT):
                    move_x = 0

                elif event.key in (pygame.K_UP, pygame.K_DOWN):
                    move_y = 0

        # moves

        if not state_pause:
            player.rect.x += move_x
            player.rect.y += move_y
            player.update(curren_time)

        # draws

        window.fill(BLACK)

        player.render(window)

        if state_pause:
            window.blit(pause_text, pause_rect)

        pygame.display.flip()

        # FPS

        clock.tick(50)

    # the end

    pygame.quit()

#----------------------------------------------------------------------

if __name__ == '__main__':
    main()

enter image description here

ball1.png ball1.png ball2.png ball2.png ball3.png ball3.png

答案 1 :(得分:2)

通过一个接一个地放置所有window.blit(...)个调用, 将这三个帧相互叠加。即使您的计算机在每次通话之间滞后一秒钟,您仍然无法单独看到它们,因为在pygame.display.flip()被调用之前它们都无法显示。

您应该将图片存储在列表中,并保留一个从currentFrame0(或number_of_frames-1)循环的len(frames)-1计数器。然后你在游戏的每一帧都做这样的事情:

class Player:
...
def draw(window):
    window.blit(self.frames[self.currentFrame])