如何使用 Pygame 中的 Sprite Sheets 创建动画精灵?
- 2025-04-15 09:19:00
- admin 原创
- 28
问题描述:
所以我一直在测试这个代码,我找到了一个关于如何在 pygame 中添加精灵表的教程,并决定尝试这个:
https://www.spriters-resource.com/3ds/dragonballzextremebutoden/sheet/67257/
我按照视频说的做了,计算了列和行,这是我的代码:
pygame.init()
CLOCK = pygame.time.Clock()
DS = pygame.display.set_mode((W, H))
FPS = 60
class spritesheet:
def __init__(self, filename, cols, rows):
self.sheet = pygame.image.load(filename).convert_alpha()
self.cols = cols
self.rows = rows
self.totalCellCount = cols * rows
self.rect = self.sheet.get_rect()
w = self.cellWidth = self.rect.width / cols
h = self.cellHeight = self.rect.height / rows
hw, hh = self.cellCenter = (w / 2, h / 2)
self.cells = list([(index % cols * w, index / cols * h, w, h) for index in range(self.totalCellCount)])
self.handle = list([
(0,0), (-hw, 0), (-w, 0),
(0, -hh), (-hw, -hh), (-w, -hh),
(0, -h), (-hw, -h), (-w, -h),])
def draw(self, surface, cellIndex, x, y, handle = 0):
surface.blit(self.sheet,
(x + self.handle[handle][0], y + self.handle[handle][1],
self.cells[cellIndex][2], self.cells[cellIndex][3]))
s = spritesheet('Number18.png', 58, 6)
CENTER_HANDLE = 6
Index = 0
#mainloop
run = True
while run:
s.draw(DS, Index % s.totalCellCount, HW, HH, CENTER_HANDLE)
Index +=1
#pygame.draw.circle(DS, WHITE, (HW, HW), 20, 10)
DS.blit(bg,(0,0))
pygame.display.update()
CLOCK.tick(FPS)
DS.fill(BLACK)
该行s = spritesheet("Number18.png", 58, 6)
有数字58, 6,这基本上是我在这个精灵表块上计算的行数和列数,但我遇到了一些问题,例如 pygame 窗口“没有响应”,图像没有加载,我无法移动 pygame 屏幕。
解决方案 1:
我遇到了一些问题,例如 pygame 窗口“没有响应”,[...]
首先,你需要在应用程序的主循环中添加一个事件循环。它
pygame.event
会从队列中移除一个待处理的事件消息并将其返回。至少你应该处理该QUIT
事件。设置主循环的控制变量值False
:
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
精灵表中的图块大小不一致。请将列表限制cells
为精灵表中大小相同的部分。
请尝试以下操作:
class spritesheet:
def __init__(self, filename, py, tw, th, tiles):
self.sheet = pygame.image.load(filename).convert_alpha()
self.py = py
self.tw = tw
self.th = th
self.totalCellCount = tiles
self.rect = self.sheet.get_rect()
w, h = tw, th
hw, hh = self.cellCenter = (w / 2, h / 2)
self.cells = [(1+i*tw, self.py, tw-1, th-1) for i in range(tiles)]
self.handle = list([
(0,0), (-hw, 0), (-w, 0),
(0, -hh), (-hw, -hh), (-w, -hh),
(0, -h), (-hw, -h), (-w, -h),])
s = spritesheet('Number18.png', 1085, 80, 134, 8)
[...] 图像无法加载 [...]
确保图像位于应用程序的工作目录中。
如果要绘制 Spritsheet 的子图像,则需要将area
参数(第 3 个参数)设置pygame.Surface.blit
为子图像的矩形区域:
def draw(self, surface, cellIndex, x, y, handle = 0):
hdl = self.handle[handle]
surface.blit(self.sheet, (x + hdl[0], y + hdl[1]), area=self.cells[cellIndex])
[...] 我动不了 [...]
你必须改变精灵的位置。处理KEYDOWN
事件。存储精灵的位置(px
, )。按下、、或键py
时更改位置:K_UP
`K_DOWNK_LEFT
K_RIGHT`
run = True
px, py, speed = HW, HH, 10
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
py -= speed
elif event.key == pygame.K_DOWN:
py += speed
elif event.key == pygame.K_LEFT:
px -= speed
elif event.key == pygame.K_RIGHT:
px += speed
最小精灵表示例:
import os
import pygame
class SpriteSheet:
def __init__(self, filename, px, py, tw, th, m, tiles, color_key = None):
self.sheet = pygame.image.load(filename)
if color_key:
self.sheet = self.sheet.convert()
self.sheet.set_colorkey(color_key)
else:
self.sheet = self.sheet.convert_alpha()
self.cells = [(px + tw * i, py, tw-m, th) for i in range(tiles)]
self.index = 0
def update(self):
self.tile_rect = self.cells[self.index % len(self.cells)]
self.index += 1
def draw(self, surface, x, y):
rect = pygame.Rect(self.tile_rect)
rect.center = (x, y)
surface.blit(self.sheet, rect, self.tile_rect)
pygame.init()
window = pygame.display.set_mode((400, 300))
clock = pygame.time.Clock()
sprite_sheet = SpriteSheet('awesomepossum sheet.bmp', 18, 580, 64, 66, 0, 6, (0, 128, 0))
run = True
while run:
clock.tick(10)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
sprite_sheet.update()
window.fill(0)
sprite_sheet.draw(window, *window.get_rect().center)
pygame.display.update()
pygame.quit()
exit()
来自OpenGameArt.org 的精灵表:
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