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Python 为什么这些JPEG可以与平铺贴图编辑器一起工作,而不能与PNG一起工作?_Python_Python 3.x_Pygame_Tiled_Pytmx - Fatal编程技术网

Python 为什么这些JPEG可以与平铺贴图编辑器一起工作,而不能与PNG一起工作?

Python 为什么这些JPEG可以与平铺贴图编辑器一起工作,而不能与PNG一起工作?,python,python-3.x,pygame,tiled,pytmx,Python,Python 3.x,Pygame,Tiled,Pytmx,我试图在pygame中显示平铺地图,我想使用PNG,因为它们是透明的。但是,当我将平铺显示在窗口上时,4/6个不同的平铺显示良好,但2个平铺不显示(顶部为草,中间为土)。当我尝试用JPEG做同样的事情时,地图显示得很好,但是因为它们不是透明的,所以我不想使用它们 这是JPEG显示的内容: 这是PNG显示的内容: 我还收到了垃圾短信:“libpng警告:iCCP:已知错误的sRGB配置文件” 但有人告诉我,这并不重要 mainGame.py import pygame from settings

我试图在pygame中显示平铺地图,我想使用PNG,因为它们是透明的。但是,当我将平铺显示在窗口上时,4/6个不同的平铺显示良好,但2个平铺不显示(顶部为草,中间为土)。当我尝试用JPEG做同样的事情时,地图显示得很好,但是因为它们不是透明的,所以我不想使用它们

这是JPEG显示的内容:

这是PNG显示的内容:

我还收到了垃圾短信:“libpng警告:iCCP:已知错误的sRGB配置文件” 但有人告诉我,这并不重要

mainGame.py

import pygame
from settings import *
from Loading import *
from characters import *
import pytmx

pygame.init()

class game():

    def __init__(self):

        self.gameRunning = True
        self.gameWindow = pygame.display.set_mode((gameWindowWidth, gameWindowHeight))
        self.clock = pygame.time.Clock()
        self.playerSpeed = speed
        self.preloadedData = load()

    def update(self):

        pygame.display.set_caption("{:.2f}".format(self.clock.get_fps()))
        #self.gameWindow.blit(self.preloadedData["distantCity"], (0,0))
        self.gameWindow.blit(self.preloadedData["ninjaIdle01"], (player1.playerX, player1.playerY))
        pygame.display.update()

    def loadMap(self):

        self.map = tiledMap()
        self.map_img = self.map.make_map()
        self.gameWindow.blit(self.map_img, (0,624))

    def gameLoop(self):

        self.clock.tick(FPS)
        self.event()
        self.update()
        self.loadMap()

    def event(self):

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.gameRunning = False

            if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
                self.playerSpeed = 5
            if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
                self.playerSpeed = -5
            if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
                self.playerSpeed = 0
            if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
                self.playerSpeed = 0

        player1.playerX = player1.playerX + self.playerSpeed

playGame = game()
player1 = player()
while playGame.gameRunning == True:
    playGame.gameLoop()


pygame.quit()
quit()
加载.py

import pygame
import pytmx

pygame.init()

def load():

    loaded = {}
    loaded["ninjaIdle01"] = pygame.image.load("gameImages\s_ninjaIdle_01.png")
    loaded["ninjaIdle02"] = pygame.image.load("gameImages\s_ninjaIdle_02.png")
    loaded["ninjaIdle03"] = pygame.image.load("gameImages\s_ninjaIdle_03.png")
    loaded["ninjaIdle04"] = pygame.image.load("gameImages\s_ninjaIdle_04.png")
    loaded["ninjaIdle05"] = pygame.image.load("gameImages\s_ninjaIdle_05.png")
    loaded["ninjaIdle06"] = pygame.image.load("gameImages\s_ninjaIdle_06.png")
    loaded["ninjaIdle07"] = pygame.image.load("gameImages\s_ninjaIdle_07.png")
    loaded["ninjaIdle08"] = pygame.image.load("gameImages\s_ninjaIdle_08.png")
    loaded["ninjaIdle09"] = pygame.image.load("gameImages\s_ninjaIdle_09.png")
    loaded["ninjaIdle10"] = pygame.image.load("gameImages\s_ninjaIdle_10.png")
    loaded["ninjaJump01"] = pygame.image.load("gameImages\s_ninjaJump_01.png")
    loaded["ninjaJump02"] = pygame.image.load("gameImages\s_ninjaJump_02.png")
    loaded["ninjaJump03"] = pygame.image.load("gameImages\s_ninjaJump_03.png")
    loaded["ninjaJump04"] = pygame.image.load("gameImages\s_ninjaJump_04.png")
    loaded["ninjaJump05"] = pygame.image.load("gameImages\s_ninjaJump_05.png")
    loaded["ninjaJump06"] = pygame.image.load("gameImages\s_ninjaJump_06.png")
    loaded["ninjaJump07"] = pygame.image.load("gameImages\s_ninjaJump_07.png")
    loaded["ninjaJump08"] = pygame.image.load("gameImages\s_ninjaJump_08.png")
    loaded["ninjaJump09"] = pygame.image.load("gameImages\s_ninjaJump_09.png")
    loaded["ninjaJump010"] = pygame.image.load("gameImages\s_ninjaJump_10.png")
    loaded["ninjaRun01"] = pygame.image.load("gameImages\s_ninjaRun_01.png")
    loaded["ninjaRun02"] = pygame.image.load("gameImages\s_ninjaRun_02.png")
    loaded["ninjaRun03"] = pygame.image.load("gameImages\s_ninjaRun_03.png")
    loaded["ninjaRun04"] = pygame.image.load("gameImages\s_ninjaRun_04.png")
    loaded["ninjaRun05"] = pygame.image.load("gameImages\s_ninjaRun_05.png")
    loaded["ninjaRun06"] = pygame.image.load("gameImages\s_ninjaRun_06.png")
    loaded["ninjaRun07"] = pygame.image.load("gameImages\s_ninjaRun_07.png")
    loaded["ninjaRun08"] = pygame.image.load("gameImages\s_ninjaRun_08.png")
    loaded["ninjaRun09"] = pygame.image.load("gameImages\s_ninjaRun_09.png")
    loaded["ninjaRun10"] = pygame.image.load("gameImages\s_ninjaRun_10.png")
    loaded["distantCity"] = pygame.image.load("gameImages\s_distantCity.png").convert()
    return loaded

class tiledMap():
    def __init__(self):
        self.gameMap = pytmx.load_pygame("s_gameMapJPG.tmx", pixelalpha=True)
        self.mapwidth = self.gameMap.tilewidth * self.gameMap.width
        self.mapheight = self.gameMap.tileheight * self.gameMap.height

    def render(self, surface):
        for layer in self.gameMap.visible_layers:
            if isinstance(layer, pytmx.TiledTileLayer):
                for x, y, gid in layer:
                    tile = self.gameMap.get_tile_image_by_gid(gid)
                    surface.blit(tile, (x * self.gameMap.tilewidth, y * self.gameMap.tileheight))

    def make_map(self):
        mapSurface = pygame.Surface((640, 96))
        self.render(mapSurface)
        return mapSurface
s_gameMap.tmx

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" renderorder="right-down" width="20" height="3" tilewidth="32" tileheight="32" nextobjectid="1">
 <tileset firstgid="1" name="isTiles" tilewidth="32" tileheight="32" tilecount="6" columns="0">
  <tile id="0">
   <image width="32" height="32" source="gameImages/s_grassLeft.png"/>
  </tile>
  <tile id="1">
   <image width="32" height="32" source="gameImages/s_grassMiddle.png"/>
  </tile>
  <tile id="2">
   <image width="32" height="32" source="gameImages/s_grassRight.png"/>
  </tile>
  <tile id="3">
   <image width="32" height="32" source="gameImages/s_dirtLeft.png"/>
  </tile>
  <tile id="4">
   <image width="32" height="32" source="gameImages/s_dirtMiddle.png"/>
  </tile>
  <tile id="5">
   <image width="32" height="32" source="gameImages/s_dirtRight.png"/>
  </tile>
 </tileset>
 <layer name="Tile Layer 1" width="20" height="3">
  <data encoding="csv">
1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,
4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6,
4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6
</data>
 </layer>
</map>

1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,
4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6,
4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6
s_GameMappjpg.tmx

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" renderorder="right-down" width="20" height="3" tilewidth="32" tileheight="32" nextobjectid="1">
 <tileset firstgid="1" name="small jpeg tiles" tilewidth="32" tileheight="32" tilecount="6" columns="0">
  <tile id="0">
   <image width="32" height="32" source="gameImages/s_grassRightJPG.jpg"/>
  </tile>
  <tile id="1">
   <image width="32" height="32" source="gameImages/s_grassMiddleJPG.jpg"/>
  </tile>
  <tile id="2">
   <image width="32" height="32" source="gameImages/s_grassLeftJPG.jpg"/>
  </tile>
  <tile id="3">
   <image width="32" height="32" source="gameImages/s_dirtRightJPG.jpg"/>
  </tile>
  <tile id="4">
   <image width="32" height="32" source="gameImages/s_dirtMiddleJPG.jpg"/>
  </tile>
  <tile id="5">
   <image width="32" height="32" source="gameImages/s_dirtLeftJPG.jpg"/>
  </tile>
 </tileset>
 <layer name="Tile Layer 1" width="20" height="3">
  <data encoding="csv">
3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4
</data>
 </layer>
</map>

3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4
Put
trans=“ffffff”
每个地形

<image width="32" height="32" trans="ffffff" source="gameImages/s_grassLeft.png"/>


添加png图像查看问题对不起,您能澄清一下,添加png图像是什么意思吗?使用grass添加png图像,以便我们可以使用此sRGB配置文件检查代码。也许这与这个问题有关。顺便问一下:您是否尝试过使用不同的PNG,但它不显示有关sRGB profiel的信息。或者你试着把这个PNG转换成RGB或RGBA吗?这里有一个下载链接指向一个不工作的图像:我注意到的唯一区别是工作图像和不工作的图像之间的区别,不工作的图像没有透明部分,工作的图像上有一些透明部分,如果这对atall有帮助的话。