如何解决移动特定数量的像素时更改字符的图像
我正在 pygame 中制作游戏。我想在角色移动一定数量的像素时更改角色的图像,使其看起来像是在走路,但我真的不明白如何做到这一点。代码如下:
import pygame
import time
BLACK = ( 0,0)
WHITE = (255,255,255)
RED = (255,0)
GREY = (129,129,129)
frame = 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,colour):
image = pygame.Surface([width,height]).convert()
image.set_colorkey(colour)
image.blit(self.sprite_sheet,(0,0),(x,height))
return image
class Bomb(pygame.sprite.Sprite):
change_x =0
change_y = 0
def __init__(self):
super().__init__()
sprite_sheet = SpriteSheet("Untitled.png")
self.image = sprite_sheet.get_image(2,2,48,WHITE)
self.rect = self.image.get_rect()
def move(self,y):
self.rect.y += y
if self.rect.y == 400:
self.kill()
class Soldier(pygame.sprite.Sprite):
def __init__(self):
self.change_x = 0
self.change_y = 0
self.direction = "R"
super().__init__()
self.walking_frames_l = []
self.walking_frames_r = []
sprite_sheet = SpriteSheet("Picture2.png")
self.image = sprite_sheet.get_image(0,150,205,GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(233,140,210,GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(425,5,123,GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(0,GREY)
self.image = pygame.transform.flip(self.image,True,False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(233,False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(425,False)
self.walking_frames_r.append(self.image)
self.image = self.walking_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = 297
self.rect.x = 100
def move(self):
self.rect.x += self.change_x
def walk(self):
global frame
if self.change_x > 0:
frame +=1
time.sleep(.1)
if frame == 3:
frame = 0
self.image = self.walking_frames_r[frame]
def go_left(self):
self.change_x = -6
def go_right(self):
self.change_x = 6
def stop(self):
self.change_x = 0
self.image = self.walking_frames_r[2]
pygame.init()
screen_width = 1000
screen_height = 500
screen = pygame.display.set_mode([screen_width,screen_height])
pygame.display.set_caption("Game")
clock = pygame.time.Clock()
done = False
bomb = Bomb()
soldier = Soldier()
all_sprites = pygame.sprite.Group()
all_sprites.add(bomb)
all_sprites.add(soldier)
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
soldier.go_left()
if event.key == pygame.K_RIGHT:
soldier.go_right()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and soldier.change_x < 0:
soldier.stop()
if event.key == pygame.K_RIGHT and soldier.change_x > 0:
soldier.stop()
screen.fill(RED)
all_sprites.draw(screen)
bomb.move(2)
soldier.move()
soldier.walk()
clock.tick(60)
pygame.display.flip()
pygame.quit()
我还尝试在特定时间后更改图像(这部分):
def walk(self):
global frame
if self.change_x > 0:
frame +=1
time.sleep(.1)
if frame == 3:
frame = 0
self.image = self.walking_frames_r[frame]
当我添加 time.sleep(.1) 并尝试移动角色时,它会以某种方式影响炸弹。它移动 2 个像素,等待 0.1 秒,然后再次移动 2 个像素。
有什么办法可以做上述任何一件事情(在特定时间后或在移动特定数量的像素后更改图像)?
请帮忙。谢谢!
解决方法
frame
必须是 Soldier
类的属性。此外,您还需要一个 attribute
来表示播放器移动的像素数:
class Soldier(pygame.sprite.Sprite):
def __init__(self):
# [...]
self.frame = 0
self.moved = 0
将绝对运动添加到 self.moved
。当移动超过一定数量的像素 (frame
) 时增加 pixel_for_one_step
:
class Soldier(pygame.sprite.Sprite):
# [...]
def walk(self):
self.moved += abs(self.change_x)
pixels_for_one_step = 60
if self.moved > pixels_for_one_step:
self.moved -= pixels_for_one_step
self.frame += 1
if self.frame >= len(self.walking_frames_r):
self.frame = 0
self.image = self.walking_frames_r[self.frame]
完整示例:
import pygame
BLACK = ( 0,0)
WHITE = (255,255,255)
RED = (255,0)
GREY = (129,129,129)
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,colour):
image = pygame.Surface([width,height]).convert()
image.set_colorkey(colour)
image.blit(self.sprite_sheet,(0,0),(x,height))
return image
class Bomb(pygame.sprite.Sprite):
change_x =0
change_y = 0
def __init__(self):
super().__init__()
sprite_sheet = SpriteSheet("Untitled.png")
self.image = sprite_sheet.get_image(2,2,48,WHITE)
self.rect = self.image.get_rect()
def move(self,y):
self.rect.y += y
if self.rect.y == 400:
self.kill()
class Soldier(pygame.sprite.Sprite):
def __init__(self):
self.change_x = 0
self.change_y = 0
self.direction = "R"
super().__init__()
self.walking_frames_l = []
self.walking_frames_r = []
sprite_sheet = SpriteSheet("Picture2.png")
self.image = sprite_sheet.get_image(0,150,205,GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(233,140,210,GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(425,5,123,GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(0,GREY)
self.image = pygame.transform.flip(self.image,True,False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(233,False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(425,False)
self.walking_frames_r.append(self.image)
self.image = self.walking_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = 297
self.rect.x = 100
self.frame = 0
self.moved = 0
def move(self):
self.rect.x += self.change_x
def walk(self):
self.moved += abs(self.change_x)
pixels_for_one_step = 60
if self.moved > pixels_for_one_step:
self.moved -= pixels_for_one_step
self.frame += 1
if self.frame >= len(self.walking_frames_r):
self.frame = 0
self.image = self.walking_frames_r[self.frame]
def go_left(self):
self.change_x = -6
def go_right(self):
self.change_x = 6
def stop(self):
self.change_x = 0
self.image = self.walking_frames_r[2]
pygame.init()
screen_width = 1000
screen_height = 500
screen = pygame.display.set_mode([screen_width,screen_height])
pygame.display.set_caption("Game")
clock = pygame.time.Clock()
done = False
bomb = Bomb()
soldier = Soldier()
all_sprites = pygame.sprite.Group()
all_sprites.add(bomb)
all_sprites.add(soldier)
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
soldier.go_left()
if event.key == pygame.K_RIGHT:
soldier.go_right()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and soldier.change_x < 0:
soldier.stop()
if event.key == pygame.K_RIGHT and soldier.change_x > 0:
soldier.stop()
screen.fill(RED)
all_sprites.draw(screen)
bomb.move(2)
soldier.move()
soldier.walk()
clock.tick(60)
pygame.display.flip()
pygame.quit()
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