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如何在 Pygame 中使用 Sprite Sheets 創建動畫精靈?

[英]How do I create animated sprites using Sprite Sheets in Pygame?

所以我一直在測試這段代碼,我找到了一個關於如何在 pygame 中添加 spritesheets 的教程,並決定嘗試這個: https ://www.spriters-resource.com/3ds/dragonballzextremebutoden/sheet/67257/

我按照視頻說的做了,計算了列和行,這是我的代碼:

pygame.init()
CLOCK = pygame.time.Clock()
DS = pygame.display.set_mode((W, H))
FPS = 60

class spritesheet:
    def __init__(self, filename, cols, rows):
        self.sheet = pygame.image.load(filename).convert_alpha()

        self.cols = cols
        self.rows = rows
        self.totalCellCount = cols * rows

        self.rect = self.sheet.get_rect()
        w = self.cellWidth = self.rect.width / cols
        h = self.cellHeight = self.rect.height / rows
        hw, hh = self.cellCenter = (w / 2, h / 2)

        self.cells = list([(index % cols * w, index / cols * h, w, h) for index in range(self.totalCellCount)])
        self.handle = list([
            (0,0), (-hw, 0), (-w, 0),
            (0, -hh), (-hw, -hh), (-w, -hh),
            (0, -h), (-hw, -h), (-w, -h),])

    def draw(self, surface, cellIndex, x, y, handle = 0):
        surface.blit(self.sheet, 
        (x + self.handle[handle][0], y + self.handle[handle][1],
         self.cells[cellIndex][2], self.cells[cellIndex][3]))


s = spritesheet('Number18.png', 58, 6)

CENTER_HANDLE = 6

Index = 0

#mainloop
run = True
while run:

    s.draw(DS, Index % s.totalCellCount, HW, HH, CENTER_HANDLE)
    Index +=1

    #pygame.draw.circle(DS, WHITE, (HW, HW), 20, 10)
    DS.blit(bg,(0,0))

    pygame.display.update()
    CLOCK.tick(FPS)
    DS.fill(BLACK)

s = spritesheet("Number18.png", 58, 6)有數字58, 6這基本上是我在這個 spritesheet 塊上計算的行數和列數,但我遇到了諸如 pygame 窗口之類的問題“沒有響應”,圖像沒有加載,我無法移動 pygame 屏幕。

我遇到了諸如“無響應”的 pygame 窗口之類的問題,[...]

您要做的第一件事是將事件循環添加到應用程序的主循環中。
pygame.event從隊列中移除一個待處理的事件消息並返回它。 至少你應該處理QUIT事件。 設置主循環控制變量的值False

run = True
while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

精靈表中的圖塊大小不同。 cells列表限制為具有相同大小的工作表的某些部分。
請嘗試以下操作:

class spritesheet:
    def __init__(self, filename, py, tw, th, tiles):
        self.sheet = pygame.image.load(filename).convert_alpha()

        self.py = py
        self.tw = tw
        self.th = th
        self.totalCellCount = tiles

        self.rect = self.sheet.get_rect()
        w, h = tw, th
        hw, hh = self.cellCenter = (w / 2, h / 2)

        self.cells = [(1+i*tw, self.py, tw-1, th-1) for i in range(tiles)]
        self.handle = list([
            (0,0), (-hw, 0), (-w, 0),
            (0, -hh), (-hw, -hh), (-w, -hh),
            (0, -h), (-hw, -h), (-w, -h),])
s = spritesheet('Number18.png', 1085, 80, 134, 8)

[...] 圖像無法加載 [...]

確保圖像位於應用程序的工作目錄中。
如果要繪制 spritsheet 的子圖像,則必須將 pygame.Surface.blit 的area參數(第三個參數) pygame.Surface.blit為子圖像的矩形區域:

def draw(self, surface, cellIndex, x, y, handle = 0):
    hdl = self.handle[handle]
    surface.blit(self.sheet, (x + hdl[0], y + hdl[1]), area=self.cells[cellIndex])

[...] 我不能移動 [...]

你必須改變精靈的位置。 處理KEYDOWN事件。 存儲精靈的位置( pxpy )。 當改變位置K_UPK_DOWNK_LEFTK_RIGHT按鍵:

run = True
px, py, speed = HW, HH, 10
while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                py -= speed
            elif event.key == pygame.K_DOWN:
                py += speed
            elif event.key == pygame.K_LEFT:
                px -= speed
            elif event.key == pygame.K_RIGHT:
                px += speed

最小精靈表示例:

import os
import pygame

class SpriteSheet:
    def __init__(self, filename, px, py, tw, th, m, tiles, color_key = None):
        self.sheet = pygame.image.load(filename)
        if color_key:
            self.sheet = self.sheet.convert()
            self.sheet.set_colorkey(color_key)
        else:
            self.sheet = self.sheet.convert_alpha()
        self.cells = [(px + tw * i, py, tw-m, th) for i in range(tiles)]
        self.index = 0

    def update(self):
        self.tile_rect = self.cells[self.index % len(self.cells)]
        self.index += 1

    def draw(self, surface, x, y):
        rect = pygame.Rect(self.tile_rect)
        rect.center = (x, y) 
        surface.blit(self.sheet, rect, self.tile_rect)

pygame.init()
window = pygame.display.set_mode((400, 300))
clock = pygame.time.Clock()

sprite_sheet = SpriteSheet('awesomepossum sheet.bmp', 18, 580, 64, 66, 0, 6, (0, 128, 0))

run = True
while run:
    clock.tick(10)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    sprite_sheet.update()

    window.fill(0)
    sprite_sheet.draw(window, *window.get_rect().center)
    pygame.display.update()
    
pygame.quit()
exit()

精靈表表單OpenGameArt.org

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