Python 行走动画循环

Python 行走动画循环,python,animation,pygame,Python,Animation,Pygame,我已经创建了一条向玩家移动的龙,在这样做的同时,它有一个动画,它在那里飞翔。但是,如果玩家站在与龙成一定角度的位置,则飞行动画将停止,直到它直接位于玩家的上方/侧面,或立即呈对角线 例如,站在龙的下方将触发动画,但站在龙的下方和右侧将导致龙动画暂停,直到它立即呈对角线。这是一个完全可以运行的示例 主要游戏 龙级 客房类 这是我用来让代码更容易运行的精灵表除了Azy已经指出的ZeroDivisionErrorAzy之外,你的问题是你通过将posx/posy除以一个常量来计算动画的当前图像 因此,

我已经创建了一条向玩家移动的龙,在这样做的同时,它有一个动画,它在那里飞翔。但是,如果玩家站在与龙成一定角度的位置,则飞行动画将停止,直到它直接位于玩家的上方/侧面,或立即呈对角线

例如,站在龙的下方将触发动画,但站在龙的下方和右侧将导致龙动画暂停,直到它立即呈对角线。这是一个完全可以运行的示例

主要游戏 龙级 客房类


这是我用来让代码更容易运行的精灵表除了Azy已经指出的
ZeroDivisionError
Azy之外,你的问题是你通过将
posx
/
posy
除以一个常量来计算动画的当前图像

因此,如果
posy
没有改变,图像也不会改变

您可以在
update
末尾打印出
frame
,自己查看


您可以将处理动画提取到自己的类或其他内容中,下面是一个简单的示例:

class Animation(object):
    def __init__(self, sprite, speed, images):
        self.sprite = sprite
        self.images = images
        self.speed = speed
        self.step = 0
        self.frame = 0

    def update(self):
        self.step += 1
        if self.step >= self.speed:
            self.frame = (self.frame + 1) % len(self.images)
            self.sprite.image = self.images[self.frame]
            self.step = 0
然后,
Dragon
类可以如下所示:

class Dragon(pygame.sprite.Sprite):

    def __init__(self, x, y):

        super().__init__()

        flying_frames_l = []
        flying_frames_r = []

        sprite_sheet = SpriteSheet("Dragon.png")

# Flying left
        image = sprite_sheet.get_image(12, 22, 95, 85)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(18, 138, 96, 55)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(128, 131, 96, 63)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(12, 22, 95, 85)
        flying_frames_l.append(image)
        self.flying_left = Animation(self, 6, flying_frames_l)

# Flying right
        image = sprite_sheet.get_image(12, 22, 95, 85)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(18, 138, 96, 55)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(128, 131, 96, 63)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(12, 22, 95, 85)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        self.flying_right = Animation(self, 6, flying_frames_r)

        self.image = flying_frames_r[0]
        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x

        self.speedx = 0
        self.speedy = 0

        self.health = 100
        self.animation = self.flying_right

    def update(self, player):

        posx = self.rect.x
        posy = self.rect.y

        dx = self.rect.x - player.rect.x
        dy = self.rect.y - player.rect.y

        dist = math.hypot(dx, dy)

        if dist > 0:
            dx = dx / dist
            dy = dy / dist

        if dx > 0:
            self.speedx = -1.5
            self.animation = self.flying_left

        if dx <= 0:
            self.speedx = -1.5          
            self.animation = self.flying_right

        if dy >= 0:
            self.speedy = -1.5

        if dy <= 0:
            self.speedy = -1.5


        self.rect.x += dx * self.speedx
        self.rect.y += dy * self.speedy


        self.animation.update()
classdragon(pygame.sprite.sprite):
定义初始化(self,x,y):
super()。\uuuu init\uuuuu()
飞行帧
飞行_帧_r=[]
sprite_sheet=SpriteSheet(“Dragon.png”)
#左飞
图片=精灵图片。获取图片(12,22,95,85)
飞行帧附加(图像)
图像=精灵表。获取图像(140、35、95、67)
飞行帧附加(图像)
图像=精灵表。获取图像(18、138、96、55)
飞行帧附加(图像)
图片=精灵图片。获取图片(128、131、96、63)
飞行帧附加(图像)
图像=精灵表。获取图像(140、35、95、67)
飞行帧附加(图像)
图片=精灵图片。获取图片(12,22,95,85)
飞行帧附加(图像)
self.flying_left=动画(self,6,flying_frames_l)
#向右飞行
图片=精灵图片。获取图片(12,22,95,85)
image=pygame.transform.flip(image,True,False)
飞行帧追加(图像)
图像=精灵表。获取图像(140、35、95、67)
image=pygame.transform.flip(image,True,False)
飞行帧追加(图像)
图像=精灵表。获取图像(18、138、96、55)
image=pygame.transform.flip(image,True,False)
飞行帧追加(图像)
图片=精灵图片。获取图片(128、131、96、63)
image=pygame.transform.flip(image,True,False)
飞行帧追加(图像)
图像=精灵表。获取图像(140、35、95、67)
image=pygame.transform.flip(image,True,False)
飞行帧追加(图像)
图片=精灵图片。获取图片(12,22,95,85)
image=pygame.transform.flip(image,True,False)
飞行帧追加(图像)
self.flying\u right=动画(self,6,flying\u frames\r)
self.image=flying\u frames\u r[0]
self.rect=self.image.get_rect()
自校正y=y
self.rect.x=x
self.speedx=0
self.speeded=0
自我健康=100
self.animation=self.flying\u right
def更新(自我、玩家):
posx=self.rect.x
posy=self.rect.y
dx=self.rect.x-player.rect.x
dy=self.rect.y-player.rect.y
距离=数学形下(dx,dy)
如果距离>0:
dx=dx/dist
dy=dy/dist
如果dx>0:
self.speedx=-1.5
self.animation=self.flying\u左
如果dx=0:
self.speedy=-1.5

如果这是程序中的错误?是不是
ZeroDivisionError
?哦,是的,很抱歉,由于碰撞检测,它没有出现在完整的代码中,我只是忘记在示例代码中说明了这一点!啊,是的,这很有道理,非常感谢你的帮助!
import pygame


BLACK = (0, 0, 0)
WHITE = (255, 255, 255)


class Player(pygame.sprite.Sprite):


    def __init__(self, filename, x, y, current_room):

        super().__init__()

        self.image = pygame.image.load(filename).convert()
        self.image.set_colorkey(BLACK)

        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

        self.change_x = 0
        self.change_y = 0

    def changespeed(self, x, y):
        self.change_x += x
        self.change_y += y

    def update(self):
        self.rect.x += self.change_x
        self.rect.y += self.change_y
import Player
import pygame
from Enemies import Dragon


class Room(object):
    enemy_sprites = None

    def __init__(self):
        self.enemy_sprites = pygame.sprite.Group()


class Room0(Room):
    def __init__(self):
        super().__init__()

        enemy = Dragon(380, 280)
        self.enemy_sprites.add(enemy)

        self.background_position = [0, 0]
        self.background_image = pygame.image.load("Floor.png").convert()
class Animation(object):
    def __init__(self, sprite, speed, images):
        self.sprite = sprite
        self.images = images
        self.speed = speed
        self.step = 0
        self.frame = 0

    def update(self):
        self.step += 1
        if self.step >= self.speed:
            self.frame = (self.frame + 1) % len(self.images)
            self.sprite.image = self.images[self.frame]
            self.step = 0
class Dragon(pygame.sprite.Sprite):

    def __init__(self, x, y):

        super().__init__()

        flying_frames_l = []
        flying_frames_r = []

        sprite_sheet = SpriteSheet("Dragon.png")

# Flying left
        image = sprite_sheet.get_image(12, 22, 95, 85)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(18, 138, 96, 55)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(128, 131, 96, 63)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        flying_frames_l.append(image)
        image = sprite_sheet.get_image(12, 22, 95, 85)
        flying_frames_l.append(image)
        self.flying_left = Animation(self, 6, flying_frames_l)

# Flying right
        image = sprite_sheet.get_image(12, 22, 95, 85)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(18, 138, 96, 55)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(128, 131, 96, 63)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(140, 35, 95, 67)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        image = sprite_sheet.get_image(12, 22, 95, 85)
        image = pygame.transform.flip(image, True, False)
        flying_frames_r.append(image)
        self.flying_right = Animation(self, 6, flying_frames_r)

        self.image = flying_frames_r[0]
        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x

        self.speedx = 0
        self.speedy = 0

        self.health = 100
        self.animation = self.flying_right

    def update(self, player):

        posx = self.rect.x
        posy = self.rect.y

        dx = self.rect.x - player.rect.x
        dy = self.rect.y - player.rect.y

        dist = math.hypot(dx, dy)

        if dist > 0:
            dx = dx / dist
            dy = dy / dist

        if dx > 0:
            self.speedx = -1.5
            self.animation = self.flying_left

        if dx <= 0:
            self.speedx = -1.5          
            self.animation = self.flying_right

        if dy >= 0:
            self.speedy = -1.5

        if dy <= 0:
            self.speedy = -1.5


        self.rect.x += dx * self.speedx
        self.rect.y += dy * self.speedy


        self.animation.update()