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。
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
或
self.image = self.image_down
等
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。