【发布时间】:2018-08-13 08:38:27
【问题描述】:
我创建了一条向玩家移动的龙,并且在这样做的同时它有一个飞行的动画。但是,如果玩家站在与龙的特定角度,则飞行动画会停止,直到它直接位于玩家上方/侧面,或立即对角线。
例如,站在龙的下方会触发动画,但站在下方并向右上方会导致龙的动画暂停,直到它立即变成对角线。这是一个完全可运行的示例;
主游戏
from Rooms import *
from Player import *
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
pygame.init()
screen_width = 1080
screen_height = 607
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption('Labyrinth')
block_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
rooms = []
room = Room0()
rooms.append(room)
current_room_no = 0
current_room = rooms[current_room_no]
player = Player("Isaac.png", 420, 150, current_room)
all_sprites_list.add(player)
clock = pygame.time.Clock()
done = False
# -- MAIN PROGRAM LOOP -- #
# -- Event processing --
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Player controls
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-7, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(7, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 7)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(7, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-7, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 7)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -7)
# -- Game Logic --
all_sprites_list.update()
current_room.enemy_sprites.update(player)
# Hit detection
screen.blit(current_room.background_image, current_room.background_position)
all_sprites_list.draw(screen)
current_room.enemy_sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
龙类
import pygame
import math
from Player import Player
import time
BLACK = (0, 0, 0)
class SpriteSheet(object):
def __init__(self, file_name):
self.sprite_sheet = pygame.image.load(file_name).convert()
def get_image(self, x, y, width, height):
image = pygame.Surface([width, height]).convert()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(BLACK)
return image
class Dragon(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.flying_frames_l = []
self.flying_frames_r = []
sprite_sheet = SpriteSheet("Dragon.png")
# Flying left
image = sprite_sheet.get_image(12, 22, 95, 85)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(18, 138, 96, 55)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(128, 131, 96, 63)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
self.flying_frames_l.append(image)
image = sprite_sheet.get_image(12, 22, 95, 85)
self.flying_frames_l.append(image)
# Flying right
image = sprite_sheet.get_image(12, 22, 95, 85)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(18, 138, 96, 55)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(128, 131, 96, 63)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(140, 35, 95, 67)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
image = sprite_sheet.get_image(12, 22, 95, 85)
image = pygame.transform.flip(image, True, False)
self.flying_frames_r.append(image)
self.image = self.flying_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
self.speedx = 0
self.speedy = 0
self.health = 100
def update(self, player):
posx = self.rect.x
posy = self.rect.y
dx = self.rect.x - player.rect.x
dy = self.rect.y - player.rect.y
dist = math.hypot(dx, dy)
dx = dx / dist
dy = dy / dist
if dx > 0:
self.speedx = -1.5
if dx <= 0:
self.speedx = -1.5
if dy >= 0:
self.speedy = -1.5
if dy <= 0:
self.speedy = -1.5
self.rect.x += dx * self.speedx
self.rect.y += dy * self.speedy
if self.rect.x < player.rect.x:
frame = (posx // 10) % len(self.flying_frames_l)
self.image = self.flying_frames_l[frame]
else:
frame = (posx // 10) % len(self.flying_frames_r)
self.image = self.flying_frames_r[frame]
if self.rect.y < player.rect.y:
frame = (posy // 10) % len(self.flying_frames_l)
self.image = self.flying_frames_l[frame]
else:
frame = (posy // 10) % len(self.flying_frames_r)
self.image = self.flying_frames_r[frame]
播放器类
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
class Player(pygame.sprite.Sprite):
def __init__(self, filename, x, y, current_room):
super().__init__()
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
房间等级
import Player
import pygame
from Enemies import Dragon
class Room(object):
enemy_sprites = None
def __init__(self):
self.enemy_sprites = pygame.sprite.Group()
class Room0(Room):
def __init__(self):
super().__init__()
enemy = Dragon(380, 280)
self.enemy_sprites.add(enemy)
self.background_position = [0, 0]
self.background_image = pygame.image.load("Floor.png").convert()
这是我用来简化代码运行的精灵表
【问题讨论】:
-
这是程序中的错误吗?不是
ZeroDivisionError吗? -
哦,是的,抱歉,由于碰撞检测,它不会出现在完整代码中,我只是忘记在示例代码中说明这一点!