几张图片的动画精灵

lba*_*lic 10 python animation pygame sprite

我一直在寻找一些关于使用Pygame从Python中的少量图像制作简单精灵动画的好教程.我还没有找到我正在寻找的东西.

我的问题很简单:如何从少量图像制作动画精灵(例如:制作几张爆炸图像,尺寸为20x20px,为一个但动画)

有什么好主意吗?

Mic*_*x2a 16

您可以尝试修改您的精灵,以便将其图像换成其他内部的图像update.这样,当渲染精灵时,它看起来就像动画一样.

编辑:

这是我制作的一个简单示例:

import pygame
import sys

def load_image(name):
    image = pygame.image.load(name)
    return image

class TestSprite(pygame.sprite.Sprite):
    def __init__(self):
        super(TestSprite, self).__init__()
        self.images = []
        self.images.append(load_image('image1.png'))
        self.images.append(load_image('image2.png'))
        # assuming both images are 64x64 pixels

        self.index = 0
        self.image = self.images[self.index]
        self.rect = pygame.Rect(5, 5, 64, 64)

    def update(self):
        '''This method iterates through the elements inside self.images and 
        displays the next one each tick. For a slower animation, you may want to 
        consider using a timer of some sort so it updates slower.'''
        self.index += 1
        if self.index >= len(self.images):
            self.index = 0
        self.image = self.images[self.index]

def main():
    pygame.init()
    screen = pygame.display.set_mode((250, 250))

    my_sprite = TestSprite()
    my_group = pygame.sprite.Group(my_sprite)

    while True:
        event = pygame.event.poll()
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit(0)

        # Calling the 'my_group.update' function calls the 'update' function of all 
        # its member sprites. Calling the 'my_group.draw' function uses the 'image'
        # and 'rect' attributes of its member sprites to draw the sprite.
        my_group.update()
        my_group.draw(screen)
        pygame.display.flip()

if __name__ == '__main__':
    main()
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它假设您有两个图像,image1.png并且image2.png在代码所在的同一文件夹中.


Ted*_*man 16

有两种类型的动画:帧依赖时间依赖.两者都以类似的方式工作.


在主循环之前

  1. 将所有图像加载到列表中.
  2. 创建三个变量:
    1. index,跟踪图像列表的当前索引.
    2. current_time或者current_frame跟踪自上次索引切换以来的当前时间或当前帧.
    3. animation_timeanimation_frames定义切换图像前应经过的秒数或帧数.

在主循环期间

  1. 增加current_time自上次递增以来经过的秒数,或增加current_frame1.
  2. 检查是否current_time >= animation_timecurrent_frame >= animation_frame.如果是,则继续3-5.
  3. 重置current_time = 0current_frame = 0.
  4. 增加索引,除非它等于或大于图像数量.在那种情况下,重置index = 0.
  5. 相应地更改精灵的图像.

一个完整的工作示例

import os
import pygame
pygame.init()

SIZE = WIDTH, HEIGHT = 720, 480
BACKGROUND_COLOR = pygame.Color('black')
FPS = 60

screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()


def load_images(path):
    """
    Loads all images in directory. The directory must only contain images.

    Args:
        path: The relative or absolute path to the directory to load images from.

    Returns:
        List of images.
    """
    images = []
    for file_name in os.listdir(path):
        image = pygame.image.load(path + os.sep + file_name).convert()
        images.append(image)
    return images


class AnimatedSprite(pygame.sprite.Sprite):

    def __init__(self, position, images):
        """
        Animated sprite object.

        Args:
            position: x, y coordinate on the screen to place the AnimatedSprite.
            images: Images to use in the animation.
        """
        super(AnimatedSprite, self).__init__()

        size = (32, 32)  # This should match the size of the images.

        self.rect = pygame.Rect(position, size)
        self.images = images
        self.images_right = images
        self.images_left = [pygame.transform.flip(image, True, False) for image in images]  # Flipping every image.
        self.index = 0
        self.image = images[self.index]  # 'image' is the current image of the animation.

        self.velocity = pygame.math.Vector2(0, 0)

        self.animation_time = 0.1
        self.current_time = 0

        self.animation_frames = 6
        self.current_frame = 0

    def update_time_dependent(self, dt):
        """
        Updates the image of Sprite approximately every 0.1 second.

        Args:
            dt: Time elapsed between each frame.
        """
        if self.velocity.x > 0:  # Use the right images if sprite is moving right.
            self.images = self.images_right
        elif self.velocity.x < 0:
            self.images = self.images_left

        self.current_time += dt
        if self.current_time >= self.animation_time:
            self.current_time = 0
            self.index = (self.index + 1) % len(self.images)
            self.image = self.images[self.index]

        self.rect.move_ip(*self.velocity)

    def update_frame_dependent(self):
        """
        Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
        """
        if self.velocity.x > 0:  # Use the right images if sprite is moving right.
            self.images = self.images_right
        elif self.velocity.x < 0:
            self.images = self.images_left

        self.current_frame += 1
        if self.current_frame >= self.animation_frames:
            self.current_frame = 0
            self.index = (self.index + 1) % len(self.images)
            self.image = self.images[self.index]

        self.rect.move_ip(*self.velocity)

    def update(self, dt):
        """This is the method that's being called when 'all_sprites.update(dt)' is called."""
        # Switch between the two update methods by commenting/uncommenting.
        self.update_time_dependent(dt)
        # self.update_frame_dependent()


def main():
    images = load_images(path='temp')  # Make sure to provide the relative or full path to the images directory.
    player = AnimatedSprite(position=(100, 100), images=images)
    all_sprites = pygame.sprite.Group(player)  # Creates a sprite group and adds 'player' to it.

    running = True
    while running:

        dt = clock.tick(FPS) / 1000  # Amount of seconds between each loop.

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT:
                    player.velocity.x = 4
                elif event.key == pygame.K_LEFT:
                    player.velocity.x = -4
                elif event.key == pygame.K_DOWN:
                    player.velocity.y = 4
                elif event.key == pygame.K_UP:
                    player.velocity.y = -4
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
                    player.velocity.x = 0
                elif event.key == pygame.K_DOWN or event.key == pygame.K_UP:
                    player.velocity.y = 0

        all_sprites.update(dt)  # Calls the 'update' method on all sprites in the list (currently just the player).

        screen.fill(BACKGROUND_COLOR)
        all_sprites.draw(screen)
        pygame.display.update()


if __name__ == '__main__':
    main()
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什么时候选择哪个

与时间相关的动画允许您以相同的速度播放动画,无论帧速率有多慢或多快,或者计算机速度慢/快.这允许程序在不影响动画的情况下自由更改帧速率,即使计算机无法跟上帧速率,它也会保持一致.如果程序滞后,动画将赶上它本应该没有发生滞后的状态.

虽然,可能会发生动画周期与帧速率不同步,使动画周期看起来不规则.例如,假设我们每0.05秒更新一次帧,每0.075秒更新一次动画切换图像,那么循环将是:

  1. 第1帧; 0.00秒; 图片1
  2. 第2帧; 0.05秒; 图片1
  3. 第3帧; 0.10秒; 图片2
  4. 第4帧; 0.15秒; 图片1
  5. 第5帧; 0.20秒; 图片1
  6. 第6帧; 0.25秒; 图片2

等等...

如果您的计算机可以始终如一地处理帧速率,则依赖于帧可以看起来更平滑.如果滞后发生,它将暂停其当前状态并在滞后停止时重新启动,这使得滞后更加明显.这个替代方案稍微容易实现,因为您只需要current_frame在每次调用时增加1,而不是处理delta time(dt)并将其传递给每个对象.

精灵

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结果

在此输入图像描述