Python 行走动画循环
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,
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()