【发布时间】:2016-04-17 19:53:58
【问题描述】:
我的玩家精灵未能 blit。但是,当我取消注释 Rectangle 代码并注释 sprite 代码时,它会非常好。
加载图像时我没有收到错误消息,精灵根本不显示。控件也有点不稳定,它似乎“漂浮”在空中,除非它与墙壁碰撞并且跳跃不能正常工作。我知道它可以找到图像,因为直接 blit 有效。
每当我取消注释 Rect 代码并注释 load_image() 代码时,控件功能完美。
Here is an image of the screen with load_image().
Here is an image of the screen without load_image().
我尝试直接对图像进行 bilting,而不是使用具有指定坐标的 for e in entities 循环。它起作用了,但是由于使用了特定的 x 和 y 值,图像显然停留在同一个地方,因此停留在屏幕上的坐标而不是显示玩家的动作。每当我运行screen.blit(player.image, camera.apply(player)) 时,它根本不会出现。
我在代码中省略了某些东西(关卡数组、其他类等),但我相信必需品就在这里。如果这有一个非常简单的解决方法,好吧,我会觉得很愚蠢:/
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Player(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.xlevel = 0
self.ylevel = 0
self.onGround = False
# self.image = Surface((32, 32))
# self.image.fill(Color("#000000"))
# self.image.convert()
# self.rect = Rect(x, y, 32, 32)
self.image, self.rect = load_image("zur.png", colorkey=((255, 255, 255)))
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def simple_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
return Rect(-l + HALF_WIDTH, -t + HALF_HEIGHT, w, h)
def complex_camera(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h # center player
l = min(0, l) # stop scrolling at the left edge
l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling at the right edge
t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom
t = min(0, t) # stop scrolling at the top
return Rect(l, t, w, h)
def load_image(name, colorkey=None):
fullname = os.path.join('assets', name)
try:
image = pygame.image.load(fullname)
except pygame.error, message:
print 'Cannot load image ' + name + ". Exiting."
raise SystemExit, message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
def main():
global cameraX, cameraY
global mouseX, mouseY
global bulletExists
mouseX = 0
mouseY = 0
bulletExists = False
pygame.init()
screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
pygame.display.set_caption("Tale of Zur")
clock = pygame.time.Clock()
up = down = left = right = running = False
x = y = 0
background_images = []
platforms = []
background_images.append(pygame.image.load("assets/starting_background_1.jpg").convert())
entities = pygame.sprite.Group()
player = Player(32, 32)
bulletx = int(player.xlevel)
bullety = int(player.ylevel)
bullet = Bullet(player.rect.left, player.rect.top)
bullet.update(player.rect.left, player.rect.top)
screen.blit(background_images[0], [0, 0])
if bulletExists is True:
for i in range(10):
if up and i is not 10:
screen.blit(bullet.image, [bullet.bulletxpos + i, player.rect.top])
else:
screen.blit(bullet.image, [bullet.bulletxpos - i, player.rect.top])
camera.update(player)
player.update(up, down, left, right, running, platforms)
for e in entities:
screen.blit(e.image, camera.apply(e))
pygame.display.update()
【问题讨论】:
-
您似乎没有将精灵添加到实体组,因此它是空的。
-
我省略了程序的 while 循环和显示我将播放器添加到实体列表的代码。但是,有一篇文章写着
entities.add(player),所以这不是问题。 -
这不是一段可运行的代码,所以很难测试。
-
道歉。 Here 是。
标签: python python-2.7 pygame