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pygame 動畫精靈表

[英]pygame animation sprite sheet

我想使用精靈表在 pygame 中創建一個自上而下的 RPG。

例如,我希望能夠按空格進行攻擊,這會觸發攻擊動畫,然后恢復正常

import pygame
from pygame.locals import *

pygame.init()

image = pygame.image.load("sprite_sheet.png")

clock = pygame.time.Clock()

screen =  pygame.display.set_mode((400, 250))

class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()

        self.current_animation = 0
        self.max_animation = 5

        self.animation_cooldown = 150
        self.last_animation = pygame.time.get_ticks()

        self.status = {"prev": "standing",
                       "now": "standing"}

    def animate_attack(self):
        time_now = pygame.time.get_ticks()

        if time_now - self.last_animation >= self.animation_cooldown:
            self.last_animation = pygame.time.get_ticks()
            if self.current_animation == self.max_animation:
                self.current_animation = 0

                joshua.status["now"] = joshua.status["prev"]
            else:
                self.current_animation += 1


joshua = Player()

while True:
    screen.fill(0)
    for event in pygame.event.get():
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                joshua.status["prev"] = joshua.status["now"]
                joshua.status["now"] = "attacking"

    if joshua.status["now"] == "attacking":
        joshua.animate_attack()

    screen.blit(image, (0, 0), (joshua.current_animation * 64, 0, 64, 64))

    pygame.display.flip()

    clock.tick(60)

上面的代碼是我所擁有的。 如果我按空格一次,它會通過動畫並停止,但如果我雙擊空格,它會循環播放,因為它是如何編程的。

求動畫方面的幫助,謝謝

問題是由第二次按下空格時的以下調用引起的:

joshua.status["prev"] = joshua.status["now"]

這將“prev”和“now”狀態都設置為“attacking”。 因此,當在animate_attack()方法中重置狀態時,它將保持“攻擊”狀態:

joshua.status["now"] = joshua.status["prev"]

作為快速修復,請確保僅在尚未設置狀態時更改狀態:

if event.key == pygame.K_SPACE:
    if not joshua.status["now"] == "attacking":
        joshua.status["prev"] = joshua.status["now"]
        joshua.status["now"] = "attacking"

作為更好的解決方法,您應該封裝狀態,以便只有 Player 類處理自己的狀態,例如:

class Player():
    def __init__(self):
        self.current_animation = 0
        self.max_animation = 5
        self.animation_cooldown = 150
        self.last_animation = pygame.time.get_ticks()
        self.status = "standing" # Simplified state

    def attack(self):
        self.status = "attacking"

    def animate_attack(self):
        if self.status == "attacking":
            time_now = pygame.time.get_ticks()
            if time_now - self.last_animation >= self.animation_cooldown:
                self.last_animation = pygame.time.get_ticks()
                if self.current_animation == self.max_animation:
                    self.current_animation = 0
                    self.status = "standing" # Reset state
                else:
                    self.current_animation += 1

這樣,就不需要知道類之外的任何狀態:

while True:
    for event in pygame.event.get():
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                joshua.attack()

    joshua.animate_attack()

    screen.fill(0)
    screen.blit(image, (0, 0), (joshua.current_animation * 64, 0, 64, 64))
    pygame.display.flip()
    clock.tick(60)

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