Python Pyglet:如何让同一类的sprite实例共享坐标?
如何使此代码工作:只需安装pyglet,并使用保存此代码到文件的目录中存储的图像名称更改Python Pyglet:如何让同一类的sprite实例共享坐标?,python,class,pyglet,Python,Class,Pyglet,如何使此代码工作:只需安装pyglet,并使用保存此代码到文件的目录中存储的图像名称更改sugger1.png、sugger2.png和sugger3.png import pyglet def sprite_type(type_ = "standing"): if type_ == "moving-forward": moving_forward_image_list = [pyglet.image.load('assassin2.png'), pyglet.imag
sugger1.png
、sugger2.png
和sugger3.png
import pyglet
def sprite_type(type_ = "standing"):
if type_ == "moving-forward":
moving_forward_image_list = [pyglet.image.load('assassin2.png'), pyglet.image.load('assassin3.png')]
moving_forward_animation = pyglet.image.Animation.from_image_sequence(moving_forward_image_list, 0.3)
return moving_forward_animation
if type_ == "standing":
standing_animation = pyglet.image.load("assassin1.png")
return standing_animation
class Assassin(pyglet.sprite.Sprite):
def __init__(self, batch, img):
pyglet.sprite.Sprite.__init__(self, img, x = 50, y = 30)
class Game(pyglet.window.Window):
def __init__(self):
pyglet.window.Window.__init__(self, width = 315, height = 220)
self.batch_draw = pyglet.graphics.Batch()
self.player_dict = {"standing": Assassin(batch = self.batch_draw, img = sprite_type()), "moving-forward": Assassin(batch = self.batch_draw, img = sprite_type(type_ = "moving-forward"))}
self.player = self.player_dict["standing"]
self.fps_display = pyglet.clock.ClockDisplay()
self.keys_held = []
self.schedule = pyglet.clock.schedule_interval(func = self.update, interval = 1/60.)
def on_draw(self):
self.clear()
self.fps_display.draw()
self.batch_draw.draw()
self.player.draw()
def on_key_press(self, symbol, modifiers):
self.keys_held.append(symbol)
if symbol == pyglet.window.key.RIGHT:
self.player = self.player_dict["moving-forward"]
print "The 'RIGHT' key was pressed"
def on_key_release(self, symbol, modifiers):
self.keys_held.pop(self.keys_held.index(symbol))
self.player = self.player_dict["standing"]
def update(self, interval):
if pyglet.window.key.RIGHT in self.keys_held:
self.player.x += 50 * interval
if __name__ == "__main__":
window = Game()
pyglet.app.run()
此代码显示刺客1.png
,而在位置(50 30)上未按住任何键,当按住右键时,角色向前移动,每0.3秒切换两个图像刺客2.png
和刺客3.png
,以产生行走角色的错觉。还显示了fps
当前,当您释放键时,角色将返回到原始位置(50,30)。再次按键时,角色将从行走角色最后停止的位置移动。
我理解为什么会发生这种情况,因为行走动画角色和站立角色是同一类的两个不同实例。
我首先想到使用类变量可以存储位置。但我似乎无法想出一个有效的解决方案。有人知道我能做什么吗?
编辑1(@Hugh Bothwell)
导入pyglet
def sprite_类型(type=“standing”):
如果类型=“向前移动”:
向前移动图像列表=[pyglet.image.load('sugger2.png'),pyglet.image.load('sugger3.png')]
向前移动\u动画=pyglet.image.animation.from\u image\u序列(向前移动\u image\u列表,0.3)
返回向前移动的动画
如果类型=“站立”:
standing_animation=pyglet.image.load(“刺客1.png”)
返回站姿动画
职业刺客(pyglet.sprite.sprite):
定义初始(自身、批次、img):
pyglet.sprite.sprite.\uuuuu初始化(self,img,x=50,y=30)
def支架(自身、批次、img):
self.batch=batch
self.img=img
def移动(自身、批次、img):
self.batch=batch
self.img=img
班级游戏(pyglet.window.window):
定义初始化(自):
pyglet.window.window.\uuuuu初始化(self,宽度=315,高度=220)
self.batch_draw=pyglet.graphics.batch()
self.player=刺客(batch=self.batch\u draw,img=sprite\u type())
self.fps_display=pyglet.clock.ClockDisplay()
self.keys_hold=[]
self.schedule=pyglet.clock.schedule_interval(func=self.update,interval=1/60)
def on_牵引(自):
self.clear()
self.fps_display.draw()
self.batch_draw.draw()
self.player.draw()
def on_键按(自身、符号、修改器):
self.keys\u hold.append(符号)
如果symbol==pyglet.window.key.RIGHT:
self.player.move(batch=self.batch\u draw,img=sprite\u类型(“向前移动”))
#如果我把下面这行改为:
#self.player=self.player.move(batch=self.batch\u draw,img=sprite\u类型(“前进”))
#按下该键时出现此错误:
#self.player.draw(),AttributeError:'NoneType'对象没有属性'draw'
打印“按下“右”键”
钥匙释放时的def(自身、符号、修改器):
self.keys\u hold.pop(self.keys\u hold.index(符号))
self.player.stand(batch=self.batch\u draw,img=sprite\u类型(“standing”))
def更新(自我,间隔):
如果按住self.keys中的pyglet.window.key.RIGHT:
self.player.x+=50*间隔
如果名称=“\uuuuu main\uuuuuuuu”:
视窗=游戏()
pyglet.app.run()文件
您需要一个具有移动状态的角色,而不是站立角色和行走角色。我添加了移动和站立方法。但是现在我的角色在移动时不再显示行走动画。你能看一下我的编辑吗?
import pyglet
def sprite_type(type_ = "standing"):
if type_ == "moving-forward":
moving_forward_image_list = [pyglet.image.load('assassin2.png'), pyglet.image.load('assassin3.png')]
moving_forward_animation = pyglet.image.Animation.from_image_sequence(moving_forward_image_list, 0.3)
return moving_forward_animation
if type_ == "standing":
standing_animation = pyglet.image.load("assassin1.png")
return standing_animation
class Assassin(pyglet.sprite.Sprite):
def __init__(self, batch, img):
pyglet.sprite.Sprite.__init__(self, img, x = 50, y = 30)
def stand(self, batch, img):
self.batch = batch
self.img = img
def move(self, batch, img):
self.batch = batch
self.img = img
class Game(pyglet.window.Window):
def __init__(self):
pyglet.window.Window.__init__(self, width = 315, height = 220)
self.batch_draw = pyglet.graphics.Batch()
self.player = Assassin(batch = self.batch_draw, img = sprite_type())
self.fps_display = pyglet.clock.ClockDisplay()
self.keys_held = []
self.schedule = pyglet.clock.schedule_interval(func = self.update, interval = 1/60.)
def on_draw(self):
self.clear()
self.fps_display.draw()
self.batch_draw.draw()
self.player.draw()
def on_key_press(self, symbol, modifiers):
self.keys_held.append(symbol)
if symbol == pyglet.window.key.RIGHT:
self.player.move(batch = self.batch_draw, img = sprite_type("moving-forward"))
# if I put the following line here instead:
#self.player = self.player.move(batch = self.batch_draw, img = sprite_type("moving-forward"))
# I get this error when pressing the <right-direction> key:
#self.player.draw(), AttributeError: 'NoneType' object has no attribute 'draw'
print "The 'RIGHT' key was pressed"
def on_key_release(self, symbol, modifiers):
self.keys_held.pop(self.keys_held.index(symbol))
self.player.stand(batch = self.batch_draw, img = sprite_type("standing"))
def update(self, interval):
if pyglet.window.key.RIGHT in self.keys_held:
self.player.x += 50 * interval
if __name__ == "__main__":
window = Game()
pyglet.app.run()