因此,我的程序是一款寻宝游戏,该游戏使用一组图块作为游戏地图,在这些图块上,我使用PNG照片作为纹理,但是当使用不完全占据图块的PNG照片时,黑色会覆盖剩下的瓷砖。我只是想知道如何删除黑色并将一个纹理文件放在另一个纹理文件上。
import pygame, sys
import random
from pygame.locals import *
pygame.display.set_caption('My first game')
#colours
black = (0, 0, 0)
white = (255, 255, 255)
brown = (153, 76, 0)
blue = (0, 0, 255)
grey = (192,192,192)
#game dimensions
tilesize = 20
mapwidth = 30
mapheight = 20
coins = 0
ship = 1
water = 2
rock = 3
movesMade = 4
#dictionary for texture of the map
textures = { #the transform function scales the photo to the tile size
ship : pygame.transform.smoothscale(pygame.image.load('ship.png'), (tilesize, tilesize)),
water: pygame.transform.smoothscale(pygame.image.load('water.png'), (tilesize, tilesize)),
rock: pygame.transform.smoothscale(pygame.image.load('rock.png'), (tilesize, tilesize)),
coins: pygame.transform.smoothscale(pygame.image.load('chest.png'), (tilesize, tilesize)),
movesMade: pygame.transform.smoothscale(pygame.image.load('player.png'), (tilesize, tilesize))
}
inventory = {
coins: 0,
ship: 0,
rock: 0,
movesMade: 0
}
#image that will represent player
PLAYER = pygame.transform.smoothscale(pygame.image.load('player.png'), (tilesize, tilesize))
#position of the player
playerPos = [0,0]
resources = [coins, movesMade]
#utilise list comprehension to create grid
tilemap = [[water for w in range(mapwidth)] for h in range(mapheight)]
pygame.init()
#set up display
displaysurf = pygame.display.set_mode((mapwidth*tilesize,mapheight*tilesize + 60))
invfont = pygame.font.Font('FreeSansBold.ttf', 18)
#loops through each row
for rw in range(mapheight):
for cl in range(mapwidth):
randomnumber = random.randint(0,15)
if randomnumber == 0 or randomnumber == 1:
tile = rock
elif randomnumber == 2 or randomnumber == 3 :
tile = ship
else:
tile = water
#sets position in the grid
tilemap[rw][cl] = tile
while True:
#user events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RIGHT and playerPos[0] < mapwidth - 1:
playerPos[0] += 1
if event.key == K_LEFT and playerPos[0] > 0:
playerPos[0] -= 1
if event.key == K_UP and playerPos[1] > 0:
playerPos[1] -= 1
if event.key == K_DOWN and playerPos[1] < mapheight -1:
playerPos[1] += 1
if event.key == K_SPACE:
currentTile = tilemap[playerPos[1]][playerPos[0]]
if currentTile == rock:
p = 10
while p > 0:
ran1 = random.randint(0,p)
if ran1 % 2 == 0:
inventory[coins] == inventory[coins] - inventory[coins]
p = p - 1
else:
p = p - 1
elif currentTile == ship:
inventory[coins] += 50
inventory[movesMade] += 1
#loops through each row
for row in range(mapheight):
#loops through each column in row
for column in range(mapwidth):
displaysurf.blit(textures[tilemap[row][column]], (column*tilesize,row*tilesize))
displaysurf.blit(PLAYER,(playerPos[0]*tilesize,playerPos[1]*tilesize))
placePosition = 10
for item in resources:
displaysurf.blit(textures[item],(placePosition, mapheight*tilesize + 20))
placePosition += 30
#text displays amount of coin
textObj = invfont.render(str(inventory[item]), True, white, black)
displaysurf.blit(textObj,(placePosition, mapheight*tilesize + 20))
placePosition += 50
#if inventory[coins] > 100:
# break
pygame.display.update()
答案 0 :(得分:2)
如果希望纹理的黑色部分显示为黑色,则必须convert()
表面,然后通过set_colorkey()
设置透明色键。
为此,必须先通过pygame.init()
初始化pygame,并通过pygame.display.set_mode
设置视频模式:
textures = { #the transform function scales the photo to the tile size
ship : pygame.transform.smoothscale(pygame.image.load('ship.png'), (tilesize, tilesize)),
water: pygame.transform.smoothscale(pygame.image.load('water.png'), (tilesize, tilesize)),
rock: pygame.transform.smoothscale(pygame.image.load('rock.png'), (tilesize, tilesize)),
coins: pygame.transform.smoothscale(pygame.image.load('chest.png'), (tilesize, tilesize)),
movesMade: pygame.transform.smoothscale(pygame.image.load('player.png'), (tilesize, tilesize))
}
PLAYER = pygame.transform.smoothscale(pygame.image.load('player.png'), (tilesize, tilesize))
# [...]
pygame.init()
displaysurf = pygame.display.set_mode((mapwidth*tilesize,mapheight*tilesize + 60))
PLAYER = PLAYER.convert()
PLAYER.set_colorkey(black)
for k in (coins, ship, water, rock, movesMade):
textures[k] = textures[k].convert()
textures[k].set_colorkey(black)