行走动画循环
本课属于 Coddy Pygame 学习旅程的“游戏世界”单元。第 26 课,共 36 课。
一个只用一张图片滑动的 blob 看起来像是冻住了。资源包里还有第二个姿势,blob_walk.png,它的脚在另一个位置。轮流显示这两个姿势,就能让它走起来。
把两个姿势都放进一个列表,并在精灵中设置一个帧计数器。每次更新时,计数加一,再根据计数选择一个姿势:
self.frames = [blob_img, blob_walk_img]
self.timer = 0
# 在 update 中
self.timer += 1
self.image = self.frames[self.timer // 10 % 2]self.timer // 10 每 10 帧加一,% 2 会让结果变成 0、1、0、1。每个姿势显示 10 帧,每秒走六步。使用比 10 小的数字,脚就会动得更快。
绘制循环已经会绘制 blob.image,所以只要更改 self.image 就行了。
挑战
简单用两张图片让 blob 行走。
- 在
Blob.__init__中,设置self.frames = [blob_img, blob_walk_img]和self.timer = 0。 - 在
update开始时,将self.timer加 1,并设置self.image = self.frames[self.timer // 10 % 2]。
按“运行”:blob 行走时,脚会动。然后点击“检查”。
亲手试试
import pygame
TILE = 36
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................",
"................",
"................",
"................",
"..........####..",
"................",
"...####.........",
"................",
"#.P............#",
"################",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Walk Cycle")
clock = pygame.time.Clock()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
block_img = pygame.image.load("assets/images/block.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()
blob_img = pygame.image.load("assets/images/blob.png").convert_alpha()
blob_walk_img = pygame.image.load("assets/images/blob_walk.png").convert_alpha()
class Blob(pygame.sprite.Sprite):
def __init__(self, midbottom):
super().__init__()
self.image = blob_img
self.rect = pygame.Rect(0, 0, 30, 26)
self.rect.midbottom = midbottom
self.direction = 1
def update(self):
self.rect.x += self.direction
if self.direction > 0:
ahead = self.rect.right
else:
ahead = self.rect.left - 1
hit_wall = any(self.rect.colliderect(wall) for wall in walls)
ground_ahead = any(wall.collidepoint(ahead, self.rect.bottom) for wall in walls)
if hit_wall or not ground_ahead:
self.rect.x -= self.direction
self.direction = -self.direction
walls = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
if char == "#":
walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
start = (col * TILE + TILE // 2, row * TILE + TILE)
blobs = pygame.sprite.Group(Blob((432, 144)), Blob((432, 324)))
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_LEFT]:
dx -= SPEED
if keys[pygame.K_RIGHT]:
dx += SPEED
player.x += dx
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0
blobs.update()
for blob in blobs:
if player.colliderect(blob.rect):
if vel_y > 0 and player.bottom < blob.rect.centery:
blob.kill()
vel_y = -8
else:
player.midbottom = start
vel_y = 0
for y in range(0, 360, 72):
for x in range(0, 576, 72):
screen.blit(background, (x, y))
for wall in walls:
screen.blit(block_img, wall)
for blob in blobs:
screen.blit(blob.image, blob.image.get_rect(midbottom=blob.rect.midbottom))
screen.blit(player_img, player)
pygame.display.flip()
clock.tick(60)
pygame.quit()
游戏世界中的所有课
自己练习: Pygame 在线编辑器