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pygame动画精灵表

pygame动画精灵表

问题内容

我想使用精灵表在 pygame 中创建一个自上而下的 rpg。

例如,我希望能够按空格键进行攻击,这会触发攻击动画,然后恢复正常

import pygame
from pygame.locals import *

pygame.init()

image = pygame.image.load("sprite_sheet.png")

clock = pygame.time.Clock()

screen =  pygame.display.set_mode((400, 250))

class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()

        self.current_animation = 0
        self.max_animation = 5

        self.animation_cooldown = 150
        self.last_animation = pygame.time.get_ticks()

        self.status = {"prev": "standing",
                       "now": "standing"}

    def animate_attack(self):
        time_now = pygame.time.get_ticks()

        if time_now - self.last_animation >= self.animation_cooldown:
            self.last_animation = pygame.time.get_ticks()
            if self.current_animation == self.max_animation:
                self.current_animation = 0

                joshua.status["now"] = joshua.status["prev"]
            else:
                self.current_animation += 1


joshua = Player()

while True:
    screen.fill(0)
    for event in pygame.event.get():
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                joshua.status["prev"] = joshua.status["now"]
                joshua.status["now"] = "attacking"

    if joshua.status["now"] == "attacking":
        joshua.animate_attack()

    screen.blit(image, (0, 0), (joshua.current_animation * 64, 0, 64, 64))

    pygame.display.flip()

    clock.tick(60)

上面的代码是我所拥有的。如果我按一次空格键,它会遍历动画并停止,但如果我按两次空格键,它会循环播放,因为它是如何编程的。

需要一些动画方面的帮助,谢谢


正确答案


问题是由第二次按下空格时的以下调用引起的:

joshua.status["prev"] = joshua.status["now"]

这会将“上一个”和“现在”状态设置为“攻击”。 结果,当在 animate_attack() 方法中重置状态时, 它将保持“攻击”状态:

joshua.status["now"] = joshua.status["prev"]

作为快速修复,请确保仅在尚未设置状态时才更改状态:

if event.key == pygame.k_space:
    if not joshua.status["now"] == "attacking":
        joshua.status["prev"] = joshua.status["now"]
        joshua.status["now"] = "attacking"

作为更好的修复,您应该封装状态, 这样只有 player 类才能处理它自己的状态,例如:

class player():
    def __init__(self):
        self.current_animation = 0
        self.max_animation = 5
        self.animation_cooldown = 150
        self.last_animation = pygame.time.get_ticks()
        self.status = "standing" # simplified state

    def attack(self):
        self.status = "attacking"

    def animate_attack(self):
        if self.status == "attacking":
            time_now = pygame.time.get_ticks()
            if time_now - self.last_animation >= self.animation_cooldown:
                self.last_animation = pygame.time.get_ticks()
                if self.current_animation == self.max_animation:
                    self.current_animation = 0
                    self.status = "standing" # reset state
                else:
                    self.current_animation += 1

这样,就不需要知道类外部的任何状态:

while True:
    for event in pygame.event.get():
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                joshua.attack()

    joshua.animate_attack()

    screen.fill(0)
    screen.blit(image, (0, 0), (joshua.current_animation * 64, 0, 64, 64))
    pygame.display.flip()
    clock.tick(60)
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