我创建了一条朝玩家移动的龙,同时它有一个飞翔的动画。但是,如果玩家与龙保持一定角度站立,则飞行动画将停止,直到它直接位于玩家上方/侧面或对角线为止。
例如,站在龙的下面将触发动画,但是从右上方和下方站立将导致龙的动画暂停直到它立即对角线。这是一个完全可运行的示例;
from Rooms import *
from Player import *
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
pygame.init()
screen_width = 1080
screen_height = 607
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption('Labyrinth')
block_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
rooms = []
room = Room0()
rooms.append(room)
current_room_no = 0
current_room = rooms[current_room_no]
player = Player("Isaac.png", 420, 150, current_room)
all_sprites_list.add(player)
clock = pygame.time.Clock()
done = False
# -- MAIN PROGRAM LOOP -- #
# -- Event processing --
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Player controls
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-7, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(7, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 7)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(7, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-7, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -7)
# -- Game Logic --
all_sprites_list.update()
current_room.enemy_sprites.update(player)
# Hit detection
screen.blit(current_room.background_image, current_room.background_position)
all_sprites_list.draw(screen)
current_room.enemy_sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
import pygame
import math
from Player import Player
import time
BLACK = (0, 0, 0)
class SpriteSheet(object):
def __init__(self, file_name):
self.sprite_sheet = pygame.image.load(file_name).convert()
def get_image(self, x, y, width, height):
image = pygame.Surface([width, height]).convert()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(BLACK)
return image
class Dragon(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.flying_frames_l = []
self.flying_frames_r = []
sprite_sheet = SpriteSheet("Dragon.png")
# Flying left
image = sprite_sheet.get_image(12, 22, 95, 85)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(18, 138, 96, 55)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(128, 131, 96, 63)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(12, 22, 95, 85)
self.flying_frames_l.append(image)
# Flying right
image = sprite_sheet.get_image(12, 22, 95, 85)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(18, 138, 96, 55)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(128, 131, 96, 63)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(12, 22, 95, 85)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
self.image = self.flying_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
self.speedx = 0
self.speedy = 0
self.health = 100
def update(self, player):
posx = self.rect.x
posy = self.rect.y
dx = self.rect.x - player.rect.x
dy = self.rect.y - player.rect.y
dist = math.hypot(dx, dy)
dx = dx / dist
dy = dy / dist
if dx > 0:
self.speedx = -1.5
if dx <= 0:
self.speedx = -1.5
if dy >= 0:
self.speedy = -1.5
if dy <= 0:
self.speedy = -1.5
self.rect.x += dx * self.speedx
self.rect.y += dy * self.speedy
if self.rect.x < player.rect.x:
frame = (posx // 10) % len(self.flying_frames_l)
self.image = self.flying_frames_l[frame]
else:
frame = (posx // 10) % len(self.flying_frames_r)
self.image = self.flying_frames_r[frame]
if self.rect.y < player.rect.y:
frame = (posy // 10) % len(self.flying_frames_l)
self.image = self.flying_frames_l[frame]
else:
frame = (posy // 10) % len(self.flying_frames_r)
self.image = self.flying_frames_r[frame]
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
class Player(pygame.sprite.Sprite):
def __init__(self, filename, x, y, current_room):
super().__init__()
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
import Player
import pygame
from Enemies import Dragon
class Room(object):
enemy_sprites = None
def __init__(self):
self.enemy_sprites = pygame.sprite.Group()
class Room0(Room):
def __init__(self):
super().__init__()
enemy = Dragon(380, 280)
self.enemy_sprites.add(enemy)
self.background_position = [0, 0]
self.background_image = pygame.image.load("Floor.png").convert()
这是Spritesheet im用来简化运行代码的
答案 0 :(得分:2)
除了ZeroDivisionError
Azhy已经指出的问题之外,您的问题还在于,您将posx
/ posy
除以一个常数来计算动画的当前图像。
因此,如果posy
没有变化,则图像也不会变化。
您可以在frame
的末尾打印update
以便自己查看。
您可以将处理动画提取到其自己的类中,这是一个简单的示例:
class Animation(object):
def __init__(self, sprite, speed, images):
self.sprite = sprite
self.images = images
self.speed = speed
self.step = 0
self.frame = 0
def update(self):
self.step += 1
if self.step >= self.speed:
self.frame = (self.frame + 1) % len(self.images)
self.sprite.image = self.images[self.frame]
self.step = 0
,然后Dragon
类可能看起来像这样:
class Dragon(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
flying_frames_l = []
flying_frames_r = []
sprite_sheet = SpriteSheet("Dragon.png")
# Flying left
image = sprite_sheet.get_image(12, 22, 95, 85)
flying_frames_l.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
flying_frames_l.append(image)
image = sprite_sheet.get_image(18, 138, 96, 55)
flying_frames_l.append(image)
image = sprite_sheet.get_image(128, 131, 96, 63)
flying_frames_l.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
flying_frames_l.append(image)
image = sprite_sheet.get_image(12, 22, 95, 85)
flying_frames_l.append(image)
self.flying_left = Animation(self, 6, flying_frames_l)
# Flying right
image = sprite_sheet.get_image(12, 22, 95, 85)
image = pygame.transform.flip(image, True, False)
flying_frames_r.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
image = pygame.transform.flip(image, True, False)
flying_frames_r.append(image)
image = sprite_sheet.get_image(18, 138, 96, 55)
image = pygame.transform.flip(image, True, False)
flying_frames_r.append(image)
image = sprite_sheet.get_image(128, 131, 96, 63)
image = pygame.transform.flip(image, True, False)
flying_frames_r.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
image = pygame.transform.flip(image, True, False)
flying_frames_r.append(image)
image = sprite_sheet.get_image(12, 22, 95, 85)
image = pygame.transform.flip(image, True, False)
flying_frames_r.append(image)
self.flying_right = Animation(self, 6, flying_frames_r)
self.image = flying_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
self.speedx = 0
self.speedy = 0
self.health = 100
self.animation = self.flying_right
def update(self, player):
posx = self.rect.x
posy = self.rect.y
dx = self.rect.x - player.rect.x
dy = self.rect.y - player.rect.y
dist = math.hypot(dx, dy)
if dist > 0:
dx = dx / dist
dy = dy / dist
if dx > 0:
self.speedx = -1.5
self.animation = self.flying_left
if dx <= 0:
self.speedx = -1.5
self.animation = self.flying_right
if dy >= 0:
self.speedy = -1.5
if dy <= 0:
self.speedy = -1.5
self.rect.x += dx * self.speedx
self.rect.y += dy * self.speedy
self.animation.update()
请注意我们如何简单地增加一个计数器以查看是否应该更改图像,而不是依靠当前位置。