06-逃脱恐龙游戏(精灵动画)

理解 精灵精灵组


精灵 和 精灵组

  • 在刚刚完成的案例中,图像加载位置变化绘制图像 都需要程序员编写代码分别处理
  • 为了简化开发步骤,pygame 提供了两个类
    • pygame.sprite.Sprite —— 存储 图像数据 image位置 rect对象
    • pygame.sprite.Group—— 创建精灵组,储存多个精灵对象
      在这里插入图片描述

精灵
  • 在游戏开发中,通常把 显示图像的对象 叫做精灵 Sprite

  • 精灵 需要 有 两个重要的属性

    • image 要显示的图像
    • rect 图像要显示在屏幕的位置
  • 默认的 update() 方法什么事情也没做

    • 子类可以重写此方法,在每次刷新屏幕时,更新精灵位置
  • 注意pygame.sprite.Sprite 并没有提供 imagerect 两个属性

    • 需要程序员从 pygame.sprite.Sprite 派生子类
    • 并在 子类初始化方法 中,设置 imagerect 属性
精灵组
  • 一个 精灵组 可以包含多个 精灵 对象
  • 调用 精灵组 对象的 update() 方法
    • 可以 自动 调用 组内每一个精灵update() 方法
  • 调用 精灵组 对象的 draw(屏幕对象) 方法
    • 可以将 组内每一个精灵image 绘制在 rect 位置
Group(*sprites) -> Group

注意:仍然需要调用 pygame.display.update() 才能在屏幕看到最终结果


派生精灵子类

  1. 新建 plane_sprites.py 文件
  2. 定义 GameSprite 继承自 pygame.sprite.Sprite

注意

  • 如果一个类的 父类 不是 object
  • 在重写 初始化方法 时,一定要super() 一下父类的 __init__ 方法
  • 保证父类中实现的 __init__ 代码能够被正常执行
    在这里插入图片描述

属性

  • image 精灵图像,使用 image_name 加载
  • rect 精灵大小,默认使用图像大小
  • speed 精灵移动速度,默认为 1

方法

  • update 每次更新屏幕时在游戏循环内调用
    • 让精灵的 self.rect.y += self.speed

提示

  • imageget_rect() 方法,可以返回 pygame.Rect(0, 0, 图像宽, 图像高) 的对象
import pygame


class GameSprite(pygame.sprite.Sprite):
    """游戏精灵基类"""
    
    def __init__(self, image_name, speed=1):
        
        # 调用父类的初始化方法
        super().__init__()
        
        # 加载图像
        self.image = pygame.image.load(image_name)
        # 设置尺寸
        self.rect = self.image.get_rect()
        # 记录速度
        self.speed = speed

    def update(self, *args):
        
        # 默认在垂直方向移动
        self.rect.y += self.speed
        

逃脱巨龙游戏:

# Sprite Animation Demo
# Chapter 7

import pygame
from pygame.locals import *

class MySprite(pygame.sprite.Sprite):
    def __init__(self, target):
        pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
        self.target_surface = target
        self.image = None
        self.master_image = None
        self.rect = None
        self.topleft = 0,0
        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

    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 = 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 = ( 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) 


#print_text function
def print_text(font, x, y, text, color=(255,255,255)):
    imgText = font.render(text, True, color)
    screen.blit(imgText, (x,y))

    
#initialize pygame
pygame.init()
screen = pygame.display.set_mode((800,600),0,32)
pygame.display.set_caption("Sprite Animation Demo")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()


#create the sprite
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
group = pygame.sprite.Group()
group.add(dragon)


#main loop
while True:
    framerate.tick(30)
    ticks = pygame.time.get_ticks()

    for event in pygame.event.get():
        if event.type == pygame.QUIT: sys.exit()
    key = pygame.key.get_pressed()
    if key[pygame.K_ESCAPE]: sys.exit()
        
    screen.fill((0,0,100))

    group.update(ticks)
    group.draw(screen)

    print_text(font, 0, 0, "Sprite: " + str(dragon))


    pygame.display.update()





在这里插入图片描述

# Escape The Dragon Game
# Chapter 7

import sys, time, random, math, pygame
from pygame.locals import *

class MySprite(pygame.sprite.Sprite):
    def __init__(self, target):
        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

    #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)


def print_text(font, x, y, text, color=(255,255,255)):
    imgText = font.render(text, True, color)
    screen.blit(imgText, (x,y))

def reset_arrow():
    y = random.randint(250,350)
    arrow.position = 800,y

#main program begins
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Escape The Dragon Game")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()

#load bitmaps
bg = pygame.image.load("background.png").convert_alpha()

#create a sprite group
group = pygame.sprite.Group()

#create the dragon sprite
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)

#create the player sprite
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)

#create the arrow sprite
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800,320
group.add(arrow)

arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y

#repeating loop
while True:
    framerate.tick(30)
    ticks = pygame.time.get_ticks()

    for event in pygame.event.get():
        if event.type == QUIT: sys.exit()
    keys = pygame.key.get_pressed()
    if keys[K_ESCAPE]: sys.exit()
    elif keys[K_SPACE]:
        if not player_jumping:
            player_jumping = True
            jump_vel = -8.0


    #update the arrow
    if not game_over:
        arrow.X -= arrow_vel
        if arrow.X < -40: reset_arrow()

    #did arrow hit player?
    if pygame.sprite.collide_rect(arrow, player):
        reset_arrow()
        player.X -= 10

    #did arrow hit dragon?
    if pygame.sprite.collide_rect(arrow, dragon):
        reset_arrow()
        dragon.X -= 10

    #did dragon eat the player?
    if pygame.sprite.collide_rect(player, dragon):
        game_over = True

    #did the dragon get defeated?
    if dragon.X < -100:
        you_win = True
        game_over = True

    #is the player jumping?
    if player_jumping:
        player.Y += jump_vel
        jump_vel += 0.5
        if player.Y > player_start_y:
            player_jumping = False
            player.Y = player_start_y
            jump_vel = 0.0


    #draw the background
    screen.blit(bg, (0,0))

    #update sprites
    if not game_over:
        group.update(ticks, 50)

    #draw sprites
    group.draw(screen)

    print_text(font, 350, 560, "Press SPACE to jump!")

    if game_over:
        print_text(font, 360, 100, "G A M E   O V E R")
        if you_win:
            print_text(font, 330, 130, "YOU BEAT THE DRAGON!")
        else:
            print_text(font, 330, 130, "THE DRAGON GOT YOU!")

    
    pygame.display.update()
    


在这里插入图片描述

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