pygame spritesheet精灵动画

时间:2017-12-07 19:19:14

标签: python animation pygame sprite-sheet

我试图通过使用4个不同的精灵表(向上,向下,向左和向右移动)为我的精灵(4方向)制作一个步行动画。除此之外,我想用图像替换彩色方块,但不确定我应该如何做到这一点。以下是main.py游戏文件:

import pygame as pg
import sys
from settings import *
from os import path
from sprites import *
from tilemap import *

class Spritesheet:
    def __init__(self, filename, cols, rows):
        self.sheet = pg.image.load(filename)

        self.cols = cols  #no. of columns in spritesheet
        self.rows = rows  #no. of rows
        self.totalCellCount = cols*rows
        self.rect=self.sheet.get_rect()
        w = self.cellWidth = self.rect.width / cols
        h = self.cellHeight = self.rect.height / rows
        hw, hh = self.cellCenter = (w / 2, h / 2)

        self.cells = list([(index % cols * w, index // cols * h, w, h) for index in range(self.totalCellCount)])
        self.handle = list([
            (0, 0), (-hw, 0), (-w, 0),
            (0, -hh), (-hw, -hh), (-w, -hh),
            (0, -h), (-hw, -h), (-w, -h),])


    def draw(self, surface, cellIndex, x, y, handle = 0):
        surface.blit(self.sheet, (x + self.handle[handle][0], y + self.handle[handle][1]), self.cells[cellIndex])

CENTER_HANDLE = 4
index = 0

class Game:
    def __init__(self):
        pg.init()
        self.screen=pg.display.set_mode((WIDTH, HEIGHT))
        pg.display.set_caption(TITLE)
        self.clock = pg.time.Clock()
        pg.key.set_repeat(500, 100)
        self.load_data()

    def load_data(self):
        game_folder = path.dirname(__file__)
        img_folder = path.join(game_folder, 'img')
        self.map= Map(path.join(game_folder, 'map.txt'))

    def new(self):
        # initialize all variables and do all the setup for a new game
        self.all_sprites = pg.sprite.Group()
        self.walls = pg.sprite.Group()
        self.player1group = pg.sprite.Group()
        self.player2group = pg.sprite.Group()
        for row, tiles in enumerate(self.map.data):
            for col, tile in enumerate(tiles):
                if tile == '1':
                    Wall(self, col, row)
                if tile =='P':
                    self.player = Civilian(self, col, row)
                if tile =='T':
                    self.player2 = Thief(self, col, row)




    def run(self):
        # game loop - set self.playing = False to end the game
        self.playing = True
        while self.playing:
            self.dt = self.clock.tick(FPS) / 1000
            self.events()
            self.update()
            self.draw()

    def quit(self):
        pg.quit()   #Calls the quit function, game window closes
        sys.exit()

    def update(self):
        # update portion of the game loop
        self.all_sprites.update()   #All sprite attributes, position etc are updated

    def draw_grid(self):
        for x in range(0, WIDTH, TILESIZE):
            pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
        for y in range(0, HEIGHT, TILESIZE):
            pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))

    def draw(self):
        self.screen.fill(BGCOLOR)
        self.draw_grid()
        self.all_sprites.draw(self.screen)
        pg.display.flip()


    def events(self):
        # catch all events here
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.quit()
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_ESCAPE:
                    self.quit()


    def show_start_screen(self):
        pass

    def show_go_screen(self):
        pass





# create the game object
g = Game()
g.show_start_screen()
while True:
    g.new()
    g.run()
    g.show_go_screen()

这是sprites.py文件,续。精灵课

import pygame as pg
from settings import *
vec = pg.math.Vector2

class Civilian(pg.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.all_sprites, game.player1group
        pg.sprite.Sprite.__init__(self, self.groups)
        self.game = game
        self.image = pg.Surface((TILESIZE, TILESIZE))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.vel = vec(0, 0)
        self.pos = vec(x, y) * TILESIZE

    def get_keys(self):
        self.vel= vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_a]:    # Const. subtracts player speed from velocity (E.g. Moves sprite to the left)
            self.vel.x= -PLAYER_SPEED
        if keys[pg.K_d]:    # Const. adds player speed value to velocity (E.g. Moves sprite to the right)
            self.vel.x= PLAYER_SPEED
        if keys[pg.K_w]:    # Const. subtracts player speed value from y velocity (Moves player upwards; opposite)
            self.vel.y= -PLAYER_SPEED
        if keys[pg.K_s]: # Const. adds player speed value to y velocity (Moves player downwards; opposite)
            self.vel.y= PLAYER_SPEED
        if self.vel.x != 0 and self.vel.y != 0:   # Offsetting increased vecocity when moving diagonally (Has both x and y velocity)
            self.vel *= 0.7071

    def collide_with_player2(self, dir, ifColliding):
        if dir == 'x':
            collides = pg.sprite.spritecollide(self, self.game.player2group, False)
            if collides:
                if self.vel.x > 0:
                    self.pos.x = collides[0].rect.left - self.rect.width
                if self.vel.x < 0:
                    self.pos.x = collides[0].rect.right
                self.vel.x = 0
                self.rect.x = self.pos.x
                print("collide x")
                self.ifColliding = True

        if dir == 'y':
            collides = pg.sprite.spritecollide(self, self.game.player2group, False)
            if collides:
                if self.vel.y > 0:
                    self.pos.y = collides[0].rect.top - self.rect.height
                if self.vel.y < 0:
                    self.pos.y = collides[0].rect.bottom
                self.vel.y = 0
                self.rect.y = self.pos.y
                print("collide y")
                self.ifColliding = True



    def collide_with_walls(self, dir):
        if dir == 'x':
            collides = pg.sprite.spritecollide(self, self.game.walls, False)
            if collides:
                if self.vel.x > 0:
                    self.pos.x = collides[0].rect.left - self.rect.width
                if self.vel.x < 0:
                    self.pos.x = collides[0].rect.right
                self.vel.x = 0
                self.rect.x = self.pos.x
        if dir == 'y':
            collides = pg.sprite.spritecollide(self, self.game.walls, False)
            if collides:
                if self.vel.y > 0:
                    self.pos.y = collides[0].rect.top - self.rect.height
                if self.vel.y < 0:
                    self.pos.y = collides[0].rect.bottom
                self.vel.y = 0
                self.rect.y = self.pos.y

    def update(self):
        self.ifColliding = False
        self.get_keys()
        self.pos += self.vel * self.game.dt
        self.rect.x = self.pos.x
        self.collide_with_walls('x'), self.collide_with_player2('x', self.ifColliding)
        self.rect.y = self.pos.y
        self.collide_with_walls('y'), self.collide_with_player2('y', self.ifColliding)
        if self.ifColliding == True:
            Thief.health -= COL_DAMAGE
            print(Thief.health)

class Thief(pg.sprite.Sprite):
    health = 100
    def __init__(self, game, x, y):
        self.groups = game.all_sprites, game.player2group
        pg.sprite.Sprite.__init__(self, self.groups)
        self.game = game
        self.image = pg.Surface((TILESIZE, TILESIZE))
        self.image.fill(RED)
        self.rect = self.image.get_rect()
        self.vel = vec(0, 0)
        self.pos = vec(x, y) * TILESIZE
        s = Spritesheet("spritesheet_thief.png", 9, 4)




    def get_keys(self):
        self.vel = vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:    # Const. subtracts player speed from velocity (E.g. Moves sprite to the left)
            self.vel.x= -PLAYER_SPEED
        elif keys[pg.K_RIGHT]:    # Const. adds player speed value to velocity (E.g. Moves sprite to the right)
            self.vel.x= PLAYER_SPEED
        elif keys[pg.K_UP]:    # Const. subtracts player speed value from y velocity (Moves player upwards; opposite)
            self.vel.y= -PLAYER_SPEED
        elif keys[pg.K_DOWN]: # Const. adds player speed value to y velocity (Moves player downwards; opposite)
            self.vel.y= PLAYER_SPEED
        elif self.vel.x != 0 and self.vel.y != 0:   # Offsetting increased vecocity when moving diagonally (Has both x and y velocity)
            self.vel *= 0.7071

    def collide_with_player1(self, dir, ifColliding):
        if dir == 'x':
            collides = pg.sprite.spritecollide(self, self.game.player1group, False)
            if collides:
                if self.vel.x > 0:
                    self.pos.x = collides[0].rect.left - self.rect.width
                if self.vel.x < 0:
                    self.pos.x = collides[0].rect.right
                self.vel.x = 0
                self.rect.x = self.pos.x
                print("collide x")
                self.ifColliding = True

        if dir == 'y':
            collides = pg.sprite.spritecollide(self, self.game.player1group, False)
            if collides:
                if self.vel.y > 0:
                    self.pos.y = collides[0].rect.top - self.rect.height
                if self.vel.y < 0:
                    self.pos.y = collides[0].rect.bottom
                self.vel.y = 0
                self.rect.y = self.pos.y
                print("collide y")
                self.ifColliding = True





    def collide_with_walls(self, dir):
        if dir == 'x':
            collides = pg.sprite.spritecollide(self, self.game.walls, False)
            if collides:
                if self.vel.x > 0:
                    self.pos.x = collides[0].rect.left - self.rect.width
                if self.vel.x < 0:
                    self.pos.x = collides[0].rect.right
                self.vel.x = 0
                self.rect.x = self.pos.x
        if dir == 'y':
            collides = pg.sprite.spritecollide(self, self.game.walls, False)
            if collides:
                if self.vel.y > 0:
                    self.pos.y = collides[0].rect.top - self.rect.height
                if self.vel.y < 0:
                    self.pos.y = collides[0].rect.bottom
                self.vel.y = 0
                self.rect.y = self.pos.y


    def update(self):
        s.draw(self.game.screen, index % s.totalCellCount, HW, HH, CENTER_HANDLE)
        index += 1
        self.ifColliding = False
        self.get_keys()
        self.pos += self.vel * self.game.dt
        self.rect.x = self.pos.x
        self.collide_with_walls('x'), self.collide_with_player1('x', self.ifColliding)
        self.rect.y = self.pos.y
        self.collide_with_walls('y'), self.collide_with_player1('y', self.ifColliding)
        if Thief.health <= 0:
            self.kill()



class Wall(pg.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.all_sprites, game.walls
        pg.sprite.Sprite.__init__(self, self.groups)
        self.game = game
        self.image = pg.Surface((TILESIZE, TILESIZE))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.x = x
        self.y = y
        self.rect.x = x * TILESIZE
        self.rect.y = y * TILESIZE

希望在sprite表格中运行一行单元格,具体取决于精灵移动的方向,并将其设置为精灵图像(给出玩家精灵动画的错觉)

如果问题令人困惑,首先使用该网站并且在当前阶段不太擅长编码,我们将不胜感激,对不起。

1 个答案:

答案 0 :(得分:1)

加载四张图片

self.image_up = pygame.image.load(...)
self.image_down = pygame.image.load(...)
self.image_left = pygame.image.load(...)
self.image_right = pygame.image.load(...)

以后需要时替换

self.image = self.image_up 

self.image = self.image_down

如果您在一个文件中包含所有位置,那么您可以使用pygame.Surface.subsurface切断部分图像并创建新图像

spritesheet = pygame.image.load(...)

self.image_up = spritesheet.subsurface( Rect(0,0,10,10) )
self.image_down = spritesheet.subsurface( Rect(...) )
self.image_left = spritesheet.subsurface( Rect(...) )
self.image_right = spritesheet.subsurface( Rect(...) )

我在GitHub上的简单示例(包含一个文件中的所有位置):pygame-spritesheet

使用左/右箭头移动对象,它将使用不同的图像。