# coding=utf8 import random import pygame from pygame.locals import * from cStringIO import StringIO from PIL import Image from random import randint as rint class MySprite(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) # extend the base Sprite class self.master_image = None self.frame = 0 self.old_frame = -1 self.frame_width = 1 self.frame_height = 1 self.first_frame = 0 self.last_frame = 0 self.columns = 1 self.last_time = 0 self.direction = 0 self.velocity = Point(0.0, 0.0) # X property def _getx(self): return self.rect.x def _setx(self, value): self.rect.x = value X = property(_getx, _setx) # Y property def _gety(self): return self.rect.y def _sety(self, value): self.rect.y = value Y = property(_gety, _sety) # position property def _getpos(self): return self.rect.topleft def _setpos(self, pos): self.rect.topleft = pos position = property(_getpos, _setpos) def load(self, filename, width, height, columns): self.master_image = pygame.image.load(filename).convert_alpha() self.frame_width = width self.frame_height = height self.rect = Rect(0, 0, width, height) self.columns = columns # try to auto-calculate total frames rect = self.master_image.get_rect() self.last_frame = (rect.width // width) * (rect.height // height) - 1 def update(self, current_time, rate=30): # update animation frame number if current_time > self.last_time + rate: self.frame += 1 if self.frame > self.last_frame: self.frame = self.first_frame self.last_time = current_time # build current frame only if it changed if self.frame != self.old_frame: frame_x = (self.frame % self.columns) * self.frame_width frame_y = (self.frame // self.columns) * self.frame_height rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height) self.image = self.master_image.subsurface(rect) self.old_frame = self.frame def __str__(self): return str(self.frame) + "," + str(self.first_frame) + \ "," + str(self.last_frame) + "," + str(self.frame_width) + \ "," + str(self.frame_height) + "," + str(self.columns) + \ "," + str(self.rect) # Point class class Point(object): def __init__(self, x, y): self.__x = x self.__y = y # X property def getx(self): return self.__x def setx(self, x): self.__x = x x = property(getx, setx) # Y property def gety(self): return self.__y def sety(self, y): self.__y = y y = property(gety, sety) def __str__(self): return "{X:" + "{:.0f}".format(self.__x) + \ ",Y:" + "{:.0f}".format(self.__y) + "}" pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("SimpleSample") timer = pygame.time.Clock() flame_group = pygame.sprite.Group() def cropimg(image, region): img = Image.open(image) # region = (64, 0, 192, 95) cropImg = img.crop(region) imgBuf = StringIO(cropImg.tobytes()) imgx = pygame.image.frombuffer( imgBuf.getvalue(), (region[2] - region[0], region[3] - region[1]), "RGBA") return imgx img = r'resources/images/map.png' region = (0, 97, 160, 223) imgx = cropimg(img, region) boomnum = 0 while True: boomnum += 1 if boomnum % 13 == 1: flame = MySprite() flame.load("resources/images/flame.png", 64, 64, 4) flame.position = rint(150, 300), rint(150, 300) flame_group.add(flame) elif boomnum > 130: flame_group.remove(flame) print boomnum timer.tick(60) ticks = pygame.time.get_ticks() screen.fill((50, 205, 50)) screen.blit(imgx, (200, 200)) # draw sprite flame_group.update(ticks) flame_group.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() key = pygame.key.get_pressed() if key[pygame.K_ESCAPE]: exit()
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最新推荐文章于 2024-10-18 22:01:28 发布