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Python 如何将精灵(图像)指定给矩形?_Python_Pygame_Sprite - Fatal编程技术网

Python 如何将精灵(图像)指定给矩形?

Python 如何将精灵(图像)指定给矩形?,python,pygame,sprite,Python,Pygame,Sprite,我正在尝试学习如何为一个项目使用python和pygame创建一个迷宫游戏。我遇到的问题是,在所有的例子中,我发现它们只有一个简单的正方形作为字符。我有一个16x16px的图像(我想要使用的角色精灵),所以对于我正在使用的示例来说,它的大小是正确的,我甚至设法让精灵加载一次。但当它发生时,我的角色无法移动 那么,如何将这个rect表示为16x16px图像,并将其存储在与代码相同的文件夹中,而不是彩色正方形 以下是我在尝试更改玩家精灵时给出的两个结果: class Player(object):

我正在尝试学习如何为一个项目使用python和pygame创建一个迷宫游戏。我遇到的问题是,在所有的例子中,我发现它们只有一个简单的正方形作为字符。我有一个16x16px的图像(我想要使用的角色精灵),所以对于我正在使用的示例来说,它的大小是正确的,我甚至设法让精灵加载一次。但当它发生时,我的角色无法移动

那么,如何将这个rect表示为16x16px图像,并将其存储在与代码相同的文件夹中,而不是彩色正方形

以下是我在尝试更改玩家精灵时给出的两个结果:

class Player(object):

    def __init__(self):
        self.rect = pygame.Rect(32, 32, 16, 16)

任何帮助都将不胜感激

(更新)完整游戏:

import os
import random
import pygame

IMAGE = pygame.image.load('mudkip.png')
all_sprites = pygame.sprite.Group()


# Class for character

class Player(pygame.sprite.Sprite):

    def __init__(self, pos):

        super().__init__(all_sprites)
        # Get the image from the variable
        self.image = IMAGE
        # Get the rect from the image
        self.rect = self.image.get_rect(topleft=pos)

    def draw(self):
        screen.blit(self.image, self.rect)

    def move(self, dx, dy):

        # Move each axis separately. Note that this checks for collisions both times.
        if dx != 0:
            self.move_single_axis(dx, 0)
        if dy != 0:
            self.move_single_axis(0, dy)

    def move_single_axis(self, dx, dy):

        # Move the rect
        self.rect.x += dx
        self.rect.y += dy

        # If you collide with a wall, move out based on velocity
        for wall in walls:
            if self.rect.colliderect(wall.rect):
                if dx > 0:  # Moving right; Hit the left side of the wall
                    self.rect.right = wall.rect.left
                if dx < 0:  # Moving left; Hit the right side of the wall
                    self.rect.left = wall.rect.right
                if dy > 0:  # Moving down; Hit the top side of the wall
                    self.rect.bottom = wall.rect.top
                if dy < 0:  # Moving up; Hit the bottom side of the wall
                    self.rect.top = wall.rect.bottom


# Nice class to hold a wall rect
class Wall(object):

    def __init__(self, pos):
        walls.append(self)
        self.rect = pygame.Rect(pos[0], pos[1], 16, 16)


# Initialise pygame
os.environ["SDL_VIDEO_CENTERED"] = "1"
pygame.init()

# Set up the display
pygame.display.set_caption("Get to the red square!")
screen = pygame.display.set_mode((560, 240))

clock = pygame.time.Clock()
walls = []  # List to hold the walls
player = Player((30, 30))  # Create the player

# Holds the level layout in a list of strings.
level = [
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
    "W    W                            W",
    "W    W      WWWWWW                W",
    "W   WWWW       W                  W",
    "W   W        WWWW       wwwwww    W",
    "W WWW  WWWW                       W",
    "W   W     W W                     W",
    "WE  W     W   WWW W               W",
    "W   WWW WWW   W W                 W",
    "W     W   W   W W                 W",
    "WWW   W   WWWWW W                 W",
    "W W      WW           WWWWWWWWW   W",
    "W W   WWWW   WWW                  W",
    "W     W        W                  W",
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
]

# Parse the level string above. W = wall, E = exit
x = y = 0
for row in level:
    for col in row:
        if col == "W":
            Wall((x, y))
        if col == "E":
            end_rect = pygame.Rect(x, y, 16, 16)
        x += 16
    y += 16
    x = 0

running = True
while running:

    clock.tick(60)

    for e in pygame.event.get():
        if e.type == pygame.QUIT:
            running = False
        if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
            running = False

    # Move the player if an arrow key is pressed
    key = pygame.key.get_pressed()
    if key[pygame.K_LEFT]:
        player.move(-2, 0)
    if key[pygame.K_RIGHT]:
        player.move(2, 0)
    if key[pygame.K_UP]:
        player.move(0, -2)
    if key[pygame.K_DOWN]:
        player.move(0, 2)

    # Just added this to make it slightly fun ;)
    if player.rect.colliderect(end_rect):
        raise SystemExit('You win!')

    # Draw the scene
    all_sprites.draw(0)
    screen.fill((0, 0, 0))
    for wall in walls:
        pygame.draw.rect(screen, (255, 255, 255), wall.rect)
    pygame.draw.rect(screen, (255, 0, 0), end_rect)
    pygame.display.flip()

所有精灵出现错误。绘制(0):

第129行,在
所有精灵。绘制(0)
“lib\site packages\pygame\sprite.py”,绘图中第474行
surface\u blit=surface.blit
AttributeError:“int”对象没有属性“blit”

好的,那么您需要做的第一件事就是加载一个图像,看起来您已经这样做了

要将其放入雪碧中,您必须执行以下操作:

class Player(pygame.sprite.Sprite):

    def __init__(self, pos): # Additional position argument, formatted like (x, y)
        # Get the image from the variable
        self.image = IMAGE

        # Get the rect from the image
        self.rect = self.image.get_rect(topleft=pos)
然后,添加一个
draw
函数,将您的角色添加到屏幕上。这相对简单

def draw(self):
    screen.blit(self.image, self.rect) 
    # Note, you may have move your global vars before the sprite classes to prevent a NameError now.
最后,您将它们与一些添加的内容放在一起,以便让新基类在以后添加内容

您不应该将
def draw
添加到主游戏循环中;)


官方域名的可能副本-它为您提供
Surface
图像,您可以使用
screen.blit(Surface,rect)
BTW:加载图像后,您可以执行
rect=Surface.get\rect()
创建具有图像大小的
rect
。@Pygasm所以我添加了图像和精灵类,但它仍然加载了一个正方形。我需要更改我共享的播放器对象和绘图区域中的某些内容,但我无法确定需要更改的内容。我现在有一些内容:请不要将代码放在注释中。单击“编辑”b在你的帖子上点击按钮,然后自己添加@MikeS@MikeS很抱歉,我现在有一个贴纸盒:我很感谢你的帮助,但我真的很难理解在我完成后如何将精灵应用于我的角色。我添加了一个位置参数(self,pos(0,0)):我得到了一个语法错误。如果我不添加它,我也会得到一个请求它们的错误。我太没用了,谢谢你的支持。当我指的是参数时,我的意思是pos将保留为类代码中的占位符,但是在构造类时,你会将参数传递到那些括号中,所以
player=player((0,0))
,而不是
(self,pos(0,0)
。顺便说一句:更改
pos
也会更改播放器的显示位置,因此请确保值与您希望的位置对齐!;)@MikeSI已经给了我的玩家一个pos值,不再出现任何错误。问题是我的玩家不可见。我知道玩家还在,因为我可以到达终点,但你必须猜你的角色在哪里。我已经用我更改的部分更新了帖子。如果我删除draw.rect或用screen.blit替换它,我没有sp如果我把它放在我的播放器里,让它变成一个彩色的方块。添加screen.blit似乎没有任何作用。@MikeS进行了编辑,你不应该添加
draw()
到主游戏循环,但是是精灵。还忘了精灵组需要存在,所以我也加入了。我试着到处玩来修复它,但我又卡住了…它说当我运行游戏时只需要一个参数。我试着从create player函数中删除一组括号,然后它说需要“2个位置参数,但3个被给出“即使我有(30,30)。我已经在帖子中添加了错误。我知道你为我写了这篇文章,但在此之前我没有Pygame的经验,你的解释真的很有帮助。再次感谢。
line 129, in <module>
    all_sprites.draw(0)
lib\site-packages\pygame\sprite.py", line 474, in draw
    surface_blit = surface.blit
AttributeError: 'int' object has no attribute 'blit'

class Player(pygame.sprite.Sprite):

    def __init__(self, pos): # Additional position argument, formatted like (x, y)
        # Get the image from the variable
        self.image = IMAGE

        # Get the rect from the image
        self.rect = self.image.get_rect(topleft=pos)
def draw(self):
    screen.blit(self.image, self.rect) 
    # Note, you may have move your global vars before the sprite classes to prevent a NameError now.
# Earlier in the code...
all_sprites = pygame.sprite.Group() # This will allow all the sprites to be drawn in one fell swoop instead of it being done manually.

class Player(pygame.sprite.Sprite): # Make sure to inherit the sprite object!

    def __init__(self, pos):

        super().__init__(all_sprites) # Add the new sprite to the sprite group
        self.image = IMAGE

        # Get the rect from the image
        self.rect = self.image.get_rect(topleft=pos)

    def draw(self):
        screen.blit(self.image, self.rect)

# Then in the game loop...
all_sprites.draw() # This will call draw() in every active sprite object.