06-逃脱恐龙游戏(精灵动画)
程序员文章站
2022-03-16 08:40:01
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理解 精灵 和 精灵组
精灵 和 精灵组
- 在刚刚完成的案例中,图像加载、位置变化、绘制图像 都需要程序员编写代码分别处理
- 为了简化开发步骤,
pygame
提供了两个类-
pygame.sprite.Sprite
—— 存储 图像数据 image 和 位置 rect 的 对象 -
pygame.sprite.Group
—— 创建精灵组,储存多个精灵对象
-
精灵
-
在游戏开发中,通常把 显示图像的对象 叫做精灵
Sprite
-
精灵 需要 有 两个重要的属性
-
image
要显示的图像 -
rect
图像要显示在屏幕的位置
-
-
默认的
update()
方法什么事情也没做- 子类可以重写此方法,在每次刷新屏幕时,更新精灵位置
-
注意:
pygame.sprite.Sprite
并没有提供image
和rect
两个属性- 需要程序员从
pygame.sprite.Sprite
派生子类 - 并在 子类 的 初始化方法 中,设置
image
和rect
属性
- 需要程序员从
精灵组
- 一个 精灵组 可以包含多个 精灵 对象
- 调用 精灵组 对象的
update()
方法- 可以 自动 调用 组内每一个精灵 的
update()
方法
- 可以 自动 调用 组内每一个精灵 的
- 调用 精灵组 对象的
draw(屏幕对象)
方法- 可以将 组内每一个精灵 的
image
绘制在rect
位置
- 可以将 组内每一个精灵 的
Group(*sprites) -> Group
注意:仍然需要调用
pygame.display.update()
才能在屏幕看到最终结果
派生精灵子类
- 新建
plane_sprites.py
文件 - 定义
GameSprite
继承自pygame.sprite.Sprite
注意
- 如果一个类的 父类 不是
object
- 在重写 初始化方法 时,一定要 先
super()
一下父类的__init__
方法 -
保证父类中实现的
__init__
代码能够被正常执行
属性
-
image
精灵图像,使用image_name
加载 -
rect
精灵大小,默认使用图像大小 -
speed
精灵移动速度,默认为1
方法
-
update
每次更新屏幕时在游戏循环内调用- 让精灵的
self.rect.y += self.speed
- 让精灵的
提示
-
image
的get_rect()
方法,可以返回 pygame.Rect(0, 0, 图像宽, 图像高) 的对象
import pygame
class GameSprite(pygame.sprite.Sprite):
"""游戏精灵基类"""
def __init__(self, image_name, speed=1):
# 调用父类的初始化方法
super().__init__()
# 加载图像
self.image = pygame.image.load(image_name)
# 设置尺寸
self.rect = self.image.get_rect()
# 记录速度
self.speed = speed
def update(self, *args):
# 默认在垂直方向移动
self.rect.y += self.speed
逃脱巨龙游戏:
# Sprite Animation Demo
# Chapter 7
import pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
self.target_surface = target
self.image = None
self.master_image = None
self.rect = None
self.topleft = 0,0
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = 0,0,width,height
self.columns = columns
#try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
#update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
#build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = ( frame_x, frame_y, self.frame_width, self.frame_height )
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns)
#print_text function
def print_text(font, x, y, text, color=(255,255,255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x,y))
#initialize pygame
pygame.init()
screen = pygame.display.set_mode((800,600),0,32)
pygame.display.set_caption("Sprite Animation Demo")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
#create the sprite
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
group = pygame.sprite.Group()
group.add(dragon)
#main loop
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
key = pygame.key.get_pressed()
if key[pygame.K_ESCAPE]: sys.exit()
screen.fill((0,0,100))
group.update(ticks)
group.draw(screen)
print_text(font, 0, 0, "Sprite: " + str(dragon))
pygame.display.update()
# Escape The Dragon Game
# Chapter 7
import sys, time, random, math, pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
#X property
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
X = property(_getx,_setx)
#Y property
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y = value
Y = property(_gety,_sety)
#position property
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0,0,width,height)
self.columns = columns
#try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
#update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
#build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
def print_text(font, x, y, text, color=(255,255,255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x,y))
def reset_arrow():
y = random.randint(250,350)
arrow.position = 800,y
#main program begins
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Escape The Dragon Game")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
#load bitmaps
bg = pygame.image.load("background.png").convert_alpha()
#create a sprite group
group = pygame.sprite.Group()
#create the dragon sprite
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
#create the player sprite
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
#create the arrow sprite
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800,320
group.add(arrow)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
#repeating loop
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
#update the arrow
if not game_over:
arrow.X -= arrow_vel
if arrow.X < -40: reset_arrow()
#did arrow hit player?
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
#did arrow hit dragon?
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
#did dragon eat the player?
if pygame.sprite.collide_rect(player, dragon):
game_over = True
#did the dragon get defeated?
if dragon.X < -100:
you_win = True
game_over = True
#is the player jumping?
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
#draw the background
screen.blit(bg, (0,0))
#update sprites
if not game_over:
group.update(ticks, 50)
#draw sprites
group.draw(screen)
print_text(font, 350, 560, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON!")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU!")
pygame.display.update()
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