为什么这些jpeg适用于平铺地图编辑器而不是png?

时间:2017-01-26 12:08:09

标签: python python-3.x pygame tiled pytmx

我正在尝试在pygame中显示平铺地图,我想使用png,因为它们是透明的,但是当我将瓷砖blit到窗口上时,4/6不同的瓷砖显示正常,但是2个瓷砖不显示(草在顶部和中心的污垢)。当我尝试用jpegs做同样的事情时,地图显示正常,但由于它们不透明,我不想使用它们。

这就是jpegs显示的内容:https://gyazo.com/f4bcd87763ebdcb718759cdc3e5132ba

这是pngs显示的内容:https://gyazo.com/df286b8d6f23d0f622de097eb423ea7c

此外,我收到垃圾邮件:“libpng警告:iCCP:已知错误的sRGB配置文件” 但我被告知这是不重要的。

mainGame.py

import pygame
from settings import *
from Loading import *
from characters import *
import pytmx

pygame.init()

class game():

    def __init__(self):

        self.gameRunning = True
        self.gameWindow = pygame.display.set_mode((gameWindowWidth, gameWindowHeight))
        self.clock = pygame.time.Clock()
        self.playerSpeed = speed
        self.preloadedData = load()

    def update(self):

        pygame.display.set_caption("{:.2f}".format(self.clock.get_fps()))
        #self.gameWindow.blit(self.preloadedData["distantCity"], (0,0))
        self.gameWindow.blit(self.preloadedData["ninjaIdle01"], (player1.playerX, player1.playerY))
        pygame.display.update()

    def loadMap(self):

        self.map = tiledMap()
        self.map_img = self.map.make_map()
        self.gameWindow.blit(self.map_img, (0,624))

    def gameLoop(self):

        self.clock.tick(FPS)
        self.event()
        self.update()
        self.loadMap()

    def event(self):

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.gameRunning = False

            if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
                self.playerSpeed = 5
            if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
                self.playerSpeed = -5
            if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
                self.playerSpeed = 0
            if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
                self.playerSpeed = 0

        player1.playerX = player1.playerX + self.playerSpeed

playGame = game()
player1 = player()
while playGame.gameRunning == True:
    playGame.gameLoop()


pygame.quit()
quit()

loading.py

import pygame
import pytmx

pygame.init()

def load():

    loaded = {}
    loaded["ninjaIdle01"] = pygame.image.load("gameImages\s_ninjaIdle_01.png")
    loaded["ninjaIdle02"] = pygame.image.load("gameImages\s_ninjaIdle_02.png")
    loaded["ninjaIdle03"] = pygame.image.load("gameImages\s_ninjaIdle_03.png")
    loaded["ninjaIdle04"] = pygame.image.load("gameImages\s_ninjaIdle_04.png")
    loaded["ninjaIdle05"] = pygame.image.load("gameImages\s_ninjaIdle_05.png")
    loaded["ninjaIdle06"] = pygame.image.load("gameImages\s_ninjaIdle_06.png")
    loaded["ninjaIdle07"] = pygame.image.load("gameImages\s_ninjaIdle_07.png")
    loaded["ninjaIdle08"] = pygame.image.load("gameImages\s_ninjaIdle_08.png")
    loaded["ninjaIdle09"] = pygame.image.load("gameImages\s_ninjaIdle_09.png")
    loaded["ninjaIdle10"] = pygame.image.load("gameImages\s_ninjaIdle_10.png")
    loaded["ninjaJump01"] = pygame.image.load("gameImages\s_ninjaJump_01.png")
    loaded["ninjaJump02"] = pygame.image.load("gameImages\s_ninjaJump_02.png")
    loaded["ninjaJump03"] = pygame.image.load("gameImages\s_ninjaJump_03.png")
    loaded["ninjaJump04"] = pygame.image.load("gameImages\s_ninjaJump_04.png")
    loaded["ninjaJump05"] = pygame.image.load("gameImages\s_ninjaJump_05.png")
    loaded["ninjaJump06"] = pygame.image.load("gameImages\s_ninjaJump_06.png")
    loaded["ninjaJump07"] = pygame.image.load("gameImages\s_ninjaJump_07.png")
    loaded["ninjaJump08"] = pygame.image.load("gameImages\s_ninjaJump_08.png")
    loaded["ninjaJump09"] = pygame.image.load("gameImages\s_ninjaJump_09.png")
    loaded["ninjaJump010"] = pygame.image.load("gameImages\s_ninjaJump_10.png")
    loaded["ninjaRun01"] = pygame.image.load("gameImages\s_ninjaRun_01.png")
    loaded["ninjaRun02"] = pygame.image.load("gameImages\s_ninjaRun_02.png")
    loaded["ninjaRun03"] = pygame.image.load("gameImages\s_ninjaRun_03.png")
    loaded["ninjaRun04"] = pygame.image.load("gameImages\s_ninjaRun_04.png")
    loaded["ninjaRun05"] = pygame.image.load("gameImages\s_ninjaRun_05.png")
    loaded["ninjaRun06"] = pygame.image.load("gameImages\s_ninjaRun_06.png")
    loaded["ninjaRun07"] = pygame.image.load("gameImages\s_ninjaRun_07.png")
    loaded["ninjaRun08"] = pygame.image.load("gameImages\s_ninjaRun_08.png")
    loaded["ninjaRun09"] = pygame.image.load("gameImages\s_ninjaRun_09.png")
    loaded["ninjaRun10"] = pygame.image.load("gameImages\s_ninjaRun_10.png")
    loaded["distantCity"] = pygame.image.load("gameImages\s_distantCity.png").convert()
    return loaded

class tiledMap():
    def __init__(self):
        self.gameMap = pytmx.load_pygame("s_gameMapJPG.tmx", pixelalpha=True)
        self.mapwidth = self.gameMap.tilewidth * self.gameMap.width
        self.mapheight = self.gameMap.tileheight * self.gameMap.height

    def render(self, surface):
        for layer in self.gameMap.visible_layers:
            if isinstance(layer, pytmx.TiledTileLayer):
                for x, y, gid in layer:
                    tile = self.gameMap.get_tile_image_by_gid(gid)
                    surface.blit(tile, (x * self.gameMap.tilewidth, y * self.gameMap.tileheight))

    def make_map(self):
        mapSurface = pygame.Surface((640, 96))
        self.render(mapSurface)
        return mapSurface

s_gameMap.tmx

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" renderorder="right-down" width="20" height="3" tilewidth="32" tileheight="32" nextobjectid="1">
 <tileset firstgid="1" name="isTiles" tilewidth="32" tileheight="32" tilecount="6" columns="0">
  <tile id="0">
   <image width="32" height="32" source="gameImages/s_grassLeft.png"/>
  </tile>
  <tile id="1">
   <image width="32" height="32" source="gameImages/s_grassMiddle.png"/>
  </tile>
  <tile id="2">
   <image width="32" height="32" source="gameImages/s_grassRight.png"/>
  </tile>
  <tile id="3">
   <image width="32" height="32" source="gameImages/s_dirtLeft.png"/>
  </tile>
  <tile id="4">
   <image width="32" height="32" source="gameImages/s_dirtMiddle.png"/>
  </tile>
  <tile id="5">
   <image width="32" height="32" source="gameImages/s_dirtRight.png"/>
  </tile>
 </tileset>
 <layer name="Tile Layer 1" width="20" height="3">
  <data encoding="csv">
1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,
4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6,
4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6
</data>
 </layer>
</map>

s_gameMapJPG.tmx

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" renderorder="right-down" width="20" height="3" tilewidth="32" tileheight="32" nextobjectid="1">
 <tileset firstgid="1" name="small jpeg tiles" tilewidth="32" tileheight="32" tilecount="6" columns="0">
  <tile id="0">
   <image width="32" height="32" source="gameImages/s_grassRightJPG.jpg"/>
  </tile>
  <tile id="1">
   <image width="32" height="32" source="gameImages/s_grassMiddleJPG.jpg"/>
  </tile>
  <tile id="2">
   <image width="32" height="32" source="gameImages/s_grassLeftJPG.jpg"/>
  </tile>
  <tile id="3">
   <image width="32" height="32" source="gameImages/s_dirtRightJPG.jpg"/>
  </tile>
  <tile id="4">
   <image width="32" height="32" source="gameImages/s_dirtMiddleJPG.jpg"/>
  </tile>
  <tile id="5">
   <image width="32" height="32" source="gameImages/s_dirtLeftJPG.jpg"/>
  </tile>
 </tileset>
 <layer name="Tile Layer 1" width="20" height="3">
  <data encoding="csv">
3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4
</data>
 </layer>
</map>

1 个答案:

答案 0 :(得分:0)

在每个地形上放置trans="ffffff"

<image width="32" height="32" trans="ffffff" source="gameImages/s_grassLeft.png"/>