是否有可能将精灵的位置设为INSTANT?

时间:2018-05-26 14:18:26

标签: python-3.x pygame sprite

所以我正在开发PacMan游戏,并且我已经设置了我的代码,这样如果你点击左键,它就会记住'然后等到玩家在没有墙壁的地方,让它向左移动。通过这种方式,玩家不必精确地按照墙壁开口的位置来定时击键。我的问题是,当我向左打时,它会播放左移动画,即使玩家没有朝那个方向移动,直到墙上有一个开口。

在我的代码中,我试图让它只在播放器向左移动时播放左侧动画。我试图这样做的方法是立刻获得玩家的位置,然后测试玩家现在是否在左边,这意味着它已经成功转弯并且现在应该播放左边的动画。以下是我在代码中的基本思路:

class Player (pygame.sprite.Sprite):

    def __init__(self, game, x, y):
        self.groups = game.all_sprites

        pygame.sprite.Sprite.__init__(self, self.groups)

        self.game = game
        self.image = sprite_sheet('pacman-spritesheet.png').get_image(0, 0, 24, 24)

        self.x = x * TILESIZE
        self.y = y * TILESIZE


        self.rect = self.image.get_rect()

        self.vx, self.vy = 0, 0

        self.spritesheet_index = 0

        self.first_time = pygame.time.get_ticks()
        self.delay = 43


        self.input_list = ['--']

        self.direction = ''

        self.POINTS = 0



    def get_keys(self):



        keys = pygame.key.get_pressed()


        if keys[pygame.K_LEFT]:

            self.input_list.append('left')

        if keys[pygame.K_RIGHT]:

            self.input_list.append('right')

        if keys[pygame.K_UP]:

            self.input_list.append('up')

        if keys[pygame.K_DOWN]:

            self.input_list.append('down')



    def last_direction(self):
        return self.input_list[len(self.input_list) - 1]



    def animate(self):
        self.spritesheet_index += 1



        if self.last_direction() == 'left':
            self.second_time = pygame.time.get_ticks()

            if self.second_time-self.first_time > self.delay and self.first_x < self.second_x:
                self.image = PAC_LEFT[self.spritesheet_index % 4]
                self.first_time = pygame.time.get_ticks()


        if self.last_direction() == 'right':
            self.second_time = pygame.time.get_ticks()

            if self.second_time - self.first_time < self.delay:
                self.image = PAC_RIGHT[self.spritesheet_index % 4]
                self.first_time = pygame.time.get_ticks()

        if self.last_direction() == 'up':
            self.second_time = pygame.time.get_ticks()

            if self.second_time - self.first_time > self.delay:
                self.image = PAC_UP[self.spritesheet_index % 4]
                self.first_time = pygame.time.get_ticks()

        if self.last_direction() == 'down':
            self.second_time = pygame.time.get_ticks()

            if self.second_time - self.first_time > self.delay:
                self.image = PAC_DOWN[self.spritesheet_index % 4]
                self.first_time = pygame.time.get_ticks()



    def set_velocity(self):
        if self.last_direction() == 'left':
            self.vx = -PLAYER_SPEED

        if self.last_direction() == 'right':
            self.vx = PLAYER_SPEED

        if self.last_direction() == 'up':
            self.vy = -PLAYER_SPEED

        if self.last_direction() == 'down':
            self.vy = PLAYER_SPEED


    def move(self):
        self.x += self.vx
        self.y += self.vy



    def update(self):
        self.first_x = self.x

        self.get_keys()

        self.set_velocity()
        self.move()

        self.second_x = self.x

        self.animate()

        self.rect.x = self.x
        self.collide_with_wall('x')

        self.rect.y = self.y
        self.collide_with_wall('y')


        self.collide_with_point()

1 个答案:

答案 0 :(得分:1)

您可以通过拥有属性self.last_rect来执行此操作,您可以在更新方法结束时保存该属性。但是,我认为有更好的方法。既然你设法做到这一点,那么Pacman只有在墙上有一个开口时才开始向左移动,你应该能够在代码中使用相同的位置来改变精灵。但如果你仍然想按照你的要求去做,这大致是你需要做的事情。

PACMAN_SIZE = 32, 32
LEFT_SPRITES  = load_left_sprites()
RIGHT_SPRITES = load_right_sprites()

class Pacman(pygame.sprite.Sprite):

    def __init__(self)
        # ... List all your attributes in the __init__ method ...

    def get_direction(self):
        return self.input_list[len(self.input_list)-1]

    def set_velocity(self):       
        if self.get_direction() == 'left':
            self.vx = -PLAYER_SPEED
        elif self.get_direction() == 'right':
            self.vx = PLAYER_SPEED

    def move(self):
        # Your move logic
        # ... code ...
        self.rect.x += self.vx

    def animate(self):
        if self.new_x > self.previous_x:
            self.image = PAC_RIGHT[self.spritesheet_index % 4]
        elif self.new_x < self.previous_x:
            self.image = PAC_LEFT[self.spritesheet_index % 4]

    def update(self, dt):
        self.previous_x = self.rect.x
        set_velocity()
        move()
        self.new_x = self.rect.x
        animate()