书籍:《PYTHON游戏编程入门》(More Python Programming for the Absolute Beginner)
本文为第七章知识点总结以及核心代码,欢迎交流
这一章的内容书上介绍的比较笼统,没有说清楚具体内容。这里要多做一些注释以及自己的理解。
自定义Sprite精灵类
# MySprite.py
import pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self)
self.target_surface = target
self.image = None # 当前帧要显示的图片
self.master_image = None # 存放的动画素材的图片
self.rect = None # 当前帧对应的框框
self.topleft = 0,0
self.frame = 0 # 记录当前display的帧的序号,若与old_frame不一致则需要更新
self.old_frame = -1 # 记录上一次display的帧的序号
self.frame_width = 1 # 一帧的宽度(pixel)
self.frame_height = 1 # 一帧的高度(pixel)
self.first_frame = 0
self.last_frame = 0 # 0~lastframe共lastframe+1帧
self.columns = 1 # 素材图片里面共有多少列的帧
self.last_time = 0 # 记录上一次刷新时候的时间节点
# X
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
# Y
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
# 为精灵加载图片素材,并且根据素材设置精灵的基本参数(其实也属于初始化的一部分)
def load(self, filename, width, height, col):
self.master_image = pygame.image.load(filename)
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = col
rect = self.master_image.get_rect()#图片的真实尺寸
self.last_frame = (rect.width // width) * (rect.height // height) - 1
#真实尺寸除以每一帧的尺寸得到的是总的帧数
# 更新当前时刻的显示,current_time为现在的时间,rate是时间间隔
def update(self, current_time, rate = 30):
# update animation frame number
# 如果当前时间与动画上一次发生变化的时间相隔超过时间间隔rate,则更新到下一个动画
if current_time > self.last_time + rate:
self.frame += 1
# 如最后一帧播放完毕,则循环回第一帧播放
if self.frame > self.last_frame:
self.frame = self.first_frame
# 每次更新动画之后需要同时更新改变动画的时间
self.last_time = current_time
#build current frame only if it changed
if self.frame != self.old_frame:
# 计算当前要display的帧左上角在素材图中的坐标位置
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)
小精灵在飞的Demo
import MySprite
import pygame
import sys
from pygame.locals import *
def printText(font, x, y, text, color = (255,255,255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
# initialize pygame
pygame.init()
screen_x = 600
screen_y = 500
screen = pygame.display.set_mode((screen_x, screen_y))
pygame.display.set_caption('Sprite animation demo')
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
# create the dragon sprite
dragon = MySprite.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((0,0,0))
group.update(ticks)
group.draw(screen)
printText(font, 0, 0, "Spite:" + str(dragon))
pygame.display.update()
Escape the Dragon Demo
import sys
import time
import MySprite
from MySprite import *
import random
import math
import pygame
from pygame.locals