【发布时间】:2019-07-08 18:04:26
【问题描述】:
我正在为我的 python/pygame 类中的最终项目制作游戏。我遇到了“蹲伏”能力的问题。我希望能够改变播放器的大小,但目前唯一改变的是顶部的精灵。
我的班级正在使用来自this 站点的这个特定示例:
我如何缩放或更改播放器的大小以适合精灵,并且能够在我“松开”时将其更改回来?
不确定哪些部分是相关的,但这是我的代码(我很抱歉它是如此的科学怪人):
class Bink(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the player
controls. """
# -- Methods
def __init__(self):
""" Constructor function """
# Call the parent's constructor
super().__init__()
# -- Attributes
# Set speed vector of player
self.change_x = 0
self.change_y = 0
# Set fall rate
self.y_speedup = .45
# Double jump functions
self.jump_no = 0
# Set the players height and length
self.length = 40
self.height = 60
# Set crouching to false
self.crouching = False
# This holds all the images for the animated walk left/right
# of our player
self.walking_frames_l = []
self.walking_frames_r = []
self.standing_frames_l = []
self.standing_frames_r = []
self.jumping_frames_l = []
self.jumping_frames_r = []
self.falling_frames_l = []
self.falling_frames_r = []
self.crouching_frames_l = []
self.crouching_frames_r = []
# What direction is the player facing?
self.direction = "Right"
# What 'state' is the player in
self.state = "Stand"
# List of sprites we can bump against
self.level = None
sprite_sheet = SpriteSheet("player_sprite_sheet.png")
# Load all the right walking images into a list
image = sprite_sheet.get_image(419, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(460, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(501, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(542, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(583, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(624, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(665, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(706, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(747, 65, 40, 60)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(788, 65, 40, 60)
self.walking_frames_r.append(image)
# Load all the left walking images
image = sprite_sheet.get_image(419, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(460, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(501, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(542, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(583, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(624, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(665, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(706, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(747, 0, 40, 60)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(788, 0, 40, 60)
self.walking_frames_l.append(image)
# Load all the left standing sprites
image = sprite_sheet.get_image(0, 0, 40, 60)
self.standing_frames_l.append(image)
# Load all the right standing sprites
image = sprite_sheet.get_image(419, 195, 40, 60)
self.standing_frames_r.append(image)
# Load all the left jumping sprites
image = sprite_sheet.get_image(0, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(41, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(82, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(123, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(164, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(205, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(246, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(287, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(328, 65, 40, 60)
self.jumping_frames_l.append(image)
image = sprite_sheet.get_image(369, 65, 40, 60)
self.jumping_frames_l.append(image)
# Load all the right jumping sprites
image = sprite_sheet.get_image(419, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(460, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(501, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(542, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(583, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(624, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(665, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(706, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(747, 130, 40, 60)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(788, 130, 40, 60)
self.jumping_frames_r.append(image)
# Load all left falling sprites
image = sprite_sheet.get_image(0, 130, 40, 60)
self.falling_frames_l.append(image)
image = sprite_sheet.get_image(41, 130, 40, 60)
self.falling_frames_l.append(image)
image = sprite_sheet.get_image(82, 130, 40, 60)
self.falling_frames_l.append(image)
image = sprite_sheet.get_image(123, 130, 40, 60)
self.falling_frames_l.append(image)
image = sprite_sheet.get_image(164, 130, 40, 60)
self.falling_frames_l.append(image)
# Load all right falling sprites
image = sprite_sheet.get_image(205, 130, 40, 60)
self.falling_frames_r.append(image)
image = sprite_sheet.get_image(246, 130, 40, 60)
self.falling_frames_r.append(image)
image = sprite_sheet.get_image(287, 130, 40, 60)
self.falling_frames_r.append(image)
image = sprite_sheet.get_image(328, 130, 40, 60)
self.falling_frames_r.append(image)
image = sprite_sheet.get_image(369, 130, 40, 60)
self.falling_frames_r.append(image)
# Load all the left crouching sprites
image = sprite_sheet.get_image(0, 195, 45, 40)
self.crouching_frames_l.append(image)
image = sprite_sheet.get_image(46, 195, 45, 40)
self.crouching_frames_l.append(image)
image = sprite_sheet.get_image(92, 195, 45, 40)
self.crouching_frames_l.append(image)
image = sprite_sheet.get_image(138, 195, 45, 40)
self.crouching_frames_l.append(image)
image = sprite_sheet.get_image(184, 195, 45, 40)
self.crouching_frames_l.append(image)
# Load all right crouching sprites
image = sprite_sheet.get_image(0, 240, 45, 40)
self.crouching_frames_r.append(image)
image = sprite_sheet.get_image(46, 240, 45, 40)
self.crouching_frames_r.append(image)
image = sprite_sheet.get_image(92, 240, 45, 40)
self.crouching_frames_r.append(image)
image = sprite_sheet.get_image(138, 240, 45, 40)
self.crouching_frames_r.append(image)
image = sprite_sheet.get_image(184, 240, 45, 40)
self.crouching_frames_r.append(image)
# Set the image the player starts with
self.image = self.standing_frames_r[0]
# Set a reference to the image rect.
self.rect = self.image.get_rect()
# Build a hitbox that objects collide with
self.hitbox = self.rect.inflate(0, 0)
# Add or subtract to see if the player is crouching
self.is_crouching = 0
def update(self):
""" Move the player. """
# Gravity
self.calc_grav()
# Set the hitbox on top of the player
self.hitbox.center = self.rect.center
# Check for the direction
if self.change_x < 0:
self.direction = "Left"
elif self.change_x > 0:
self.direction = "Right"
# Check for the state
# See if we hit anything
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.hitbox.bottom >= SCREEN_HEIGHT and self.change_x == 0:
self.state = "Stand"
elif len(platform_hit_list) > 0 or self.hitbox.bottom >= SCREEN_HEIGHT and self.change_x != 0:
self.state = "Walk"
elif self.change_y < 0 or self.change_y < 0 and self.change_x != 0:
self.state = "Jump"
elif self.change_y > 0 or self.change_y > 0 and self.change_x != 0:
self.state = "Fall"
if self.is_crouching == 1:
self.state = "Crouch"
# Move left/right
self.rect.x += self.change_x
x_pos = self.rect.x + self.level.world_shift
y_pos = self.rect.y + self.level.world_shift
# "If" in 'this' state and 'this' direction use 'that' sprite list for reference
if self.direction == "Right" and self.state == "Stand":
frame = (x_pos // 30) % len(self.standing_frames_r)
self.image = self.standing_frames_r[frame]
elif self.direction == "Left" and self.state == "Stand":
frame = (x_pos // 30) % len(self.standing_frames_l)
self.image = self.standing_frames_l[frame]
elif self.direction == "Right" and self.state == "Walk":
frame = (x_pos // 30) % len(self.walking_frames_r)
self.image = self.walking_frames_r[frame]
elif self.direction == "Left" and self.state == "Walk":
frame = (x_pos // 30) % len(self.walking_frames_l)
self.image = self.walking_frames_l[frame]
elif self.direction == "Right" and self.state == "Jump":
frame = (y_pos // 30) % len(self.jumping_frames_r)
self.image = self.jumping_frames_r[frame]
elif self.direction == "Left" and self.state == "Jump":
frame = (y_pos // 30) % len(self.jumping_frames_l)
self.image = self.jumping_frames_l[frame]
elif self.direction == "Right" and self.state == "Fall":
frame = (y_pos // 30) % len(self.falling_frames_r)
self.image = self.falling_frames_r[frame]
elif self.direction == "Left" and self.state == "Fall":
frame = (y_pos // 30) % len(self.falling_frames_l)
self.image = self.falling_frames_l[frame]
elif self.direction == "Right" and self.state == "Crouch":
frame = (x_pos // 30) % len(self.crouching_frames_r)
self.rect.inflate(5, -20)
# if self.length != 40:
# self.rect.inflate(0, 0)
self.image = self.crouching_frames_r[frame]
elif self.direction == "Left" and self.state == "Crouch":
frame = (x_pos // 30) % len(self.crouching_frames_l)
self.image = self.crouching_frames_l[frame]
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# If we are moving right,
# set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
if isinstance(block, MovingPlatform):
self.rect.x += block.change_x
self.length = self.rect.right - self.rect.left
print(self.length)
def calc_grav(self):
""" Calculate effect of gravity. """
# Import the wallslide method
self.wall_slide()
if self.change_y == 0:
self.change_y = 1.75
else:
self.change_y += .45
# See if we are on the ground.
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
我非常感谢任何和所有反馈!我对此很陌生,所以我完全愿意完全和完全错误。
【问题讨论】:
-
蹲下的图像帧比直立的帧短吗?切换图像时代码似乎没有调整
Sprite.rect,所以我猜它们的大小都一样,但也许这就是问题所在...... -
@Kingsley,有没有我可以用来即时调整宽度和高度的 pygame 函数?或者也许是初始化播放器的不同方式,使其更具延展性>
-
是的,有几种方法可以做到这一点。可以仅缩放精灵:stackoverflow.com/questions/21082145/pygame-scaling-a-sprite,但您的代码看起来像是具有单独的“蹲伏”图像。这些已经短了 20 像素,所以设置
sprite.rect = sprite.image.get_rect()并重新调整位置 y += 20 像素,因为框尺寸更小,但从左上角绘制。我认为您不需要扩展它们。只需以正确的尺寸和正确的位置绘制它们即可。
标签: python python-3.x pygame