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[英]Pyglet: Sprite.draw() and Batch.draw() don't work, but Image.blit does
[英]How to draw sprites using batch.draw() from pyglet library in Python
這可能看起來像是重復的,也許確實如此,但我使用的是 windows 10 並且 sprite.py 只有一個地方有 v2i,更改它並不能解決問題。 也許我使用的批量繪圖錯誤,所以我提供了代碼。 draw() 由 on_draw() function 從游戲 object 調用。
class Island:
def __init__(self):
self.island = [[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],]
self.tile_width = 30
self.offsetx = 350
self.offsety = 100
self.batch = pyglet.graphics.Batch()
self.water_tile = pyglet.image.load("path")
self.grass_tile = pyglet.image.load("path")
self.render_phase = True
def render(self):
for i in range(len(self.island)):
for j in range(len(self.island[i])):
if self.island[i][j] == 0:
x = j*self.tile_width - i*self.tile_width + self.offsetx
y = int((j*self.tile_width+i*self.tile_width)/2+self.offsety)
pyglet.sprite.Sprite(self.water_tile, x, y, batch=self.batch)
elif self.island[i][j] == 1:
x = j * self.tile_width - i * self.tile_width + self.offsetx
y = int((j * self.tile_width + i * self.tile_width) / 2 + self.offsety)
pyglet.sprite.Sprite(self.grass_tile, x, y, batch=self.batch)
def draw(self):
if self.render_phase:
self.render()
self.render_phase = False
else:
self.batch.draw()
問題是您沒有將Sprites
分配給全局或 class 變量,因此它可能會在結束render()
時刪除Sprites
(作為本地對象)
def __init__(self):
self.all_sprites = []
def render(self):
s = pyglet.sprite.Sprite(self.water_tile, x, y, batch=self.batch)
self.sprites.append(s)
完整示例 - 嘗試使用和不self.sprites.append(s)
import pyglet
class Island:
def __init__(self):
self.my_batch = pyglet.graphics.Batch()
self.image = pyglet.image.load("image.jpg")
self.all_sprites = []
self.render()
def render(self):
for y in range(0, 100, 30):
for x in range(0, 100, 30):
s = pyglet.sprite.Sprite(self.image, x, y, batch=self.my_batch)
self.all_sprites.append(s) # <-- try without this line
def draw(self):
print('island.draw()')
self.my_batch.draw()
window = pyglet.window.Window()
island = Island()
@window.event()
def on_draw():
window.clear()
island.draw()
pyglet.app.run()
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