[英]How to slow down animation
所以我只为我的游戏制作了这个动画,我想知道如何减慢它的速度,我输入的代码减慢了我的动画和播放器的速度,但我只想让它减慢我的动画速度,我不知道为什么但它对我不起作用。 https://gyazo.com/61d174e123e8745f170ff313029c2caf
这是我写的减慢图像速度的内容,但它不起作用,它在播放器类中
self.fps = 10
self.clock = pygame.time.Clock()
我的完整代码
import pygame
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")
move = pygame.image.load("WASD.png")
# Playerman
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.isJump = False
self.JumpCount = 10
self.idle =[pygame.image.load("player_idel_1.png"),
pygame.image.load("player_idel_2.png"),
pygame.image.load("player_idel_3.png"),
pygame.image.load("player_idel_4.png"),
pygame.image.load("player_idel_5.png"),
pygame.image.load("player_idel_6.png"),
pygame.image.load("player_idel_7.png"),
pygame.image.load("player_idel_8.png")
]
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
self.idle = [pygame.transform.scale(image,(image.get_width()*1,image.get_height()*1)) for image in self.idle]
self.fps = 10
self.clock = pygame.time.Clock()
self.anim_index = 0
self.direction = "idle"
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
if self.direction == "idle":
self.clock.tick(self.fps)
image_list = self.idle
if self.anim_index >= len(image_list):
self.anim_index = 0
player_image = image_list[self.anim_index]
self.anim_index += 1
window.blit(player_image,self.rect)
class Platform:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.rect)
# Colors for hitbox
white = (255,255,255)
green = (0,255,0)
# Drawing Player
playerman = Player(350,445,40,40,white)
#Drawing Platforms
platform1 = Platform(300,-9.1,40,500,green)
platform2 = Platform(330,451,2000,40,green)
platform3 = Platform(2300,-9.1,40,500,green)
# Drawing Rule
rule1 = Rule(340,-9.1,220,500,green)
rule2 = Rule(20000,-9,1,5,green)
# List
platforms = [platform1,platform2,platform3]
rules = [rule1,rule2]
# draws map
platformGroup = pygame.sprite.Group
Level = [
" 1 1",
" 1 ",
" 1 1 111 1 ",
" 1 1 111 1 ",
" 11 1 1111 11 ",
" 1 1 11111 1 ",
" 1 1 1111111 1 ",
" 1 1 111 1 11 1111111 1 ",
" 1 1 11111 1 11111111 ",]
for iy,row in enumerate(Level):
for ix, col in enumerate(row):
if col == "1":
new_platforms = Platform(ix*50,iy*50.2,50,50,(255,255,255))
platforms.append(new_platforms)
# Windows color
def redrawwindow():
window.fill((0,0,0))
# Drawing the player and other stuff to the screen
playerman.draw()
for Platform in platforms:
Platform.draw()
for Rule in rules:
Rule.draw()
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
playerman.direction = "idle"
if playerman.y < 250:
playerman.y += 1
for Platform in platforms:
Platform.y += playerman.speed
if playerman.y > 410:
playerman.y -= playerman.fall
for Platform in platforms:
Platform.y -= playerman.fall
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
if event.key == pygame.K_a:
x_change = 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_a:
x_change = 0
x += x_change
if x > 500 - playerman.width or x < 0:
x = old_x
# lets player move
keys = pygame.key.get_pressed()
px, py = playerman.x, playerman.y
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Rule in rules:
Rule.x -= playerman.speed
if keys[pygame.K_a]:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
move_right = keys[pygame.K_d]
move_left = keys[pygame.K_a]
if move_right:
for Platform in platforms:
Platform.x -= playerman.speed
for Rule in rules:
Rule.x -= playerman.speed # <---
if move_left:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed # <---
platform_rect_list = [p.get_rect() for p in platforms] # get_rect()
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
cI = player_rect.collidelist(platform_rect_list)
if cI >= 0:
# undo movement of platforms dependent on the direction and intersection distance
dx = 0
if move_right:
dx = platform_rect_list[cI].left - player_rect.right
if move_left:
dx = platform_rect_list[cI].right - player_rect.left
for Platform in platforms:
Platform.x -= dx
Platform.get_rect() # update rectangle
for Rule in rules:
Rule.x -= dx # <---
##############
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
if playerman.get_rect().colliderect(Platform.rect):
collide = True
playerman.isJump = False
playerman.y = Platform.rect.top - playerman.height
if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
playerman.x = Platform.rect.left - playerman.width
if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
playerman.x = Platform.rect.right
# colliding with floor
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
py -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()
pygame.quit()
clock.ticks()
会减慢整个应用程序的帧速率,因此在精灵更新函数中使用它并不理想。
一种降低玩家精灵帧速率的简单方法是查看pygame.time.get_ticks()
提供的实时毫秒时钟,然后根据延迟更改“当前帧”。
只需更改您的Player.draw()
函数就足够了:
class Player:
def __init__(self,x,y,width,height,color):
# ...
self.next_frame_time = 0 # when to move to the next frame
def draw(self):
if self.direction == "idle":
image_list = self.idle
# Is it time to show the next animation frame?
time_now = pygame.time.get_ticks()
if ( time_now > self.next_frame_time ):
# set the time for the next animation-frame
inter_frame_delay = 1000 // self.fps
self.next_frame_time = time_now + inter_frame_delay # in the future
# move the current image to the next (with wrap-around)
self.anim_index += 1
if self.anim_index >= len( image_list ):
self.anim_index = 0
pygame.draw.rect( window, self.color, self.get_rect() )
player_image = image_list[self.anim_index]
window.blit( player_image, self.rect )
所以我们在这里做的是计算延迟以提供正确的 FPS 动画。 您在Player.fps
设置 FPS,因此我们通过将 1000 除以fps
将其转换为毫秒数。 在上面的代码中,这会给我们100
(因为 fps 是10
)。
因此,当绘制帧时,我们计算并记住下一帧的时间,现在加上 100 毫秒的延迟。 如果毫秒时钟大于这个时间,那么等待期已经过去,是时候移动到下一个动画帧了。
否则我们只是继续绘制当前帧。 因此,随着屏幕以 60FPS 的速度更新,我们将每 6 帧左右进行一次更改。 这意味着对Player.draw()
大多数调用只是重新绘制相同的图像。
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