我正在为学校项目用python 3(使用pygame)编写游戏,但是我在做一些事情: 我试图让我的精灵在移动时具有动画效果,但它只显示静态图像: 当我按向左键时,子画面的图像更改为静态图像,而不是由3 png组成的动画。 这是代码的一部分:
clock = pygame.time.Clock()
walkRight = [pygame.image.load('ressources/images/R1.png'), pygame.image.load('ressources/images/R2.png'), pygame.image.load('ressources/images/R3.png')]
walkLeft = [pygame.image.load('ressources/images/L1.png'), pygame.image.load('ressources/images/L2.png'), pygame.image.load('ressources/images/L3.png')]
walkUp = [pygame.image.load('ressources/images/U1.png'), pygame.image.load('ressources/images/U2.png'), pygame.image.load('ressources/images/U3.png')]
walkDown = [pygame.image.load('ressources/images/D1.png'), pygame.image.load('ressources/images/D2.png'), pygame.image.load('ressources/images/D3.png')]
#this is the player sprite
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = (walkDown[4//3])
self.rect = self.image.get_rect()
self.rect.centerx = width / 2
self.rect.bottom = height / 2
self.speedx = 0
self.speedy = 0
self.velocity = 2
def update(self):
self.speedx = 0
self.speedy = 0
left = False
right = False
up = False
down = False
run = False
walkCount = 4
runCount = 4
clock.tick(FPS)
keys = pygame.key.get_pressed()
#I believe this is the part that has something wrong!
if walkCount + 1 >= 9:
walkCount = 0
if (down == True and run == False):
walkCount += 1
self.image = (walkDown[walkCount//3])
elif (up == True and run == False):
walkCount += 1
self.image = (walkUp[walkCount//3])
elif (right == True and run == False):
walkCount += 1
self.image = (walkRight[walkCount//3])
elif (left == True and run == False):
walkCount += 1
self.image = (walkLeft[walkCount//3])
答案 0 :(得分:0)
walkCount
是方法update
中的局部变量。每次调用4
时,它都会由update
初始化。因此,walkCount
的值每次在函数开始时都是相同的。这导致图像似乎是静态的。
walkCount
必须是类Player
的属性,而不是局部变量:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = (walkDown[4//3])
self.rect = self.image.get_rect()
self.rect.centerx = width / 2
self.rect.bottom = height / 2
self.speedx = 0
self.speedy = 0
self.velocity = 2
self.walkCount = 4 # <---- add attribute
def update(self):
# [...]
# walkCount = 4 <------ delete local variable
keys = pygame.key.get_pressed()
down = keys[pygame.K_DOWN]
up = keys[pygame.K_UP]
right = keys[pygame.K_RIGHT]
left = keys[pygame.K_LEFT]
run = False
if self.walkCount + 1 >= 9:
self.walkCount = 0
if (down == True and run == False):
self.walkCount += 1
self.image = (walkDown[self.walkCount//3])
elif (up == True and run == False):
self.walkCount += 1
self.image = (walkUp[self.walkCount//3])
elif (right == True and run == False):
self.walkCount += 1
self.image = (walkRight[self.walkCount//3])
elif (left == True and run == False):
self.walkCount += 1
self.image = (walkLeft[self.walkCount//3])