问题内容
我想使用精灵表在 pygame 中创建一个自上而下的 rpg。
例如,我希望能够按空格键进行攻击,这会触发攻击动画,然后恢复正常
import pygame
from pygame.locals import *
pygame.init()
image = pygame.image.load("sprite_sheet.png")
clock = pygame.time.Clock()
screen = pygame.display.set_mode((400, 250))
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.current_animation = 0
self.max_animation = 5
self.animation_cooldown = 150
self.last_animation = pygame.time.get_ticks()
self.status = {"prev": "standing",
"now": "standing"}
def animate_attack(self):
time_now = pygame.time.get_ticks()
if time_now - self.last_animation >= self.animation_cooldown:
self.last_animation = pygame.time.get_ticks()
if self.current_animation == self.max_animation:
self.current_animation = 0
joshua.status["now"] = joshua.status["prev"]
else:
self.current_animation += 1
joshua = Player()
while True:
screen.fill(0)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
joshua.status["prev"] = joshua.status["now"]
joshua.status["now"] = "attacking"
if joshua.status["now"] == "attacking":
joshua.animate_attack()
screen.blit(image, (0, 0), (joshua.current_animation * 64, 0, 64, 64))
pygame.display.flip()
clock.tick(60)
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上面的代码是我所拥有的。如果我按一次空格键,它会遍历动画并停止,但如果我按两次空格键,它会循环播放,因为它是如何编程的。
需要一些动画方面的帮助,谢谢
正确答案
问题是由第二次按下空格时的以下调用引起的:
joshua.status["prev"] = joshua.status["now"]
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这会将“上一个”和“现在”状态设置为“攻击”。
结果,当在 animate_attack()
方法中重置状态时,
它将保持“攻击”状态:
joshua.status["now"] = joshua.status["prev"]
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作为快速修复,请确保仅在尚未设置状态时才更改状态:
if event.key == pygame.k_space:
if not joshua.status["now"] == "attacking":
joshua.status["prev"] = joshua.status["now"]
joshua.status["now"] = "attacking"
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作为更好的修复,您应该封装状态,
这样只有 player 类才能处理它自己的状态,例如:
class player():
def __init__(self):
self.current_animation = 0
self.max_animation = 5
self.animation_cooldown = 150
self.last_animation = pygame.time.get_ticks()
self.status = "standing" # simplified state
def attack(self):
self.status = "attacking"
def animate_attack(self):
if self.status == "attacking":
time_now = pygame.time.get_ticks()
if time_now - self.last_animation >= self.animation_cooldown:
self.last_animation = pygame.time.get_ticks()
if self.current_animation == self.max_animation:
self.current_animation = 0
self.status = "standing" # reset state
else:
self.current_animation += 1
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这样,就不需要知道类外部的任何状态:
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
joshua.attack()
joshua.animate_attack()
screen.fill(0)
screen.blit(image, (0, 0), (joshua.current_animation * 64, 0, 64, 64))
pygame.display.flip()
clock.tick(60)
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