Pygame-窗口和精灵类-python [英] Pygame- window and sprite class - python

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问题描述

我正在尝试构建一个窗口类,它类似于精灵所在的类.在窗口类中,我想拥有以下内容:

Im trying to build a window class which resembles a class which sprites live in. In the window class i want to have the following things:

  • set_background()
  • set_size()
  • add_sprite()
  • remove_sprite()

在精灵类中,我想要以下方法:

In the sprite class i want the following methods:

  • draw_sprite()

现在我只有一个精灵,但我最终想要一个精灵列表.

For now i will have one sprite, but i would eventually like to have a list of sprites.

我尝试通过在主类的实例上调用这些方法来运行我在主类中拥有的东西.

I've tried running what I have in a main class by calling these methods on its instances.

window = Window(200,200)
sprite = Sprite(Window)

window.set_Background()
sprite.draw_sprite()

这是我的代码:

精灵类:

import pygame

pygame.init()

class Sprite(object):
    def __init__(self, World =None, sprite=[]):
        self.Window = window

    def draw_sprite(self,sprite,x,y):
        sprite=pygame.image.load(sprite)
        self.World.window.blit(sprite,(x,y))
        pygame.display.update()

        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()

窗口类:

import pygame,sys,os from pygame.locals import *

from Window import *

class Panel:
  def __init__(self, width=None,height=None):
      self.width= width
      self.height = height
      self.foreground=pygame.Surface((width, height))
      self.background= pygame.Surface((width, height))
      self.rect= self.foreground.get_rect()

  def clear(self):
      self.foreground.blit(self.background,(0,0))

  def set_background(self, image=None):
      if sky is not None:
          bg = Window.draw_world(self,image)
          self.background.blit(bg,(width,height))

class Window(Panel):
  pygame.init()
  def __init__(self,width,height):
      self.window = pygame.display.set_mode((width,height))
      self.width=width
      self.height=height
      Panel.__init__(self, width, height)
      self._foreground = self.window
      self.set_background()

  def draw_world(self,image):
      image=pygame.image.load(image)
      for x in range(0,(290/image.get_width()+1)):
          for y in range(0,(230/image.get_height()+1)):
              self.background.blit(image,(x*200,y*200))
              pygame.display.update()

      while True:
          for event in pygame.event.get():
              if event.type == pygame.QUIT:
                  pygame.quit()


  def window_setSize(width,height):
      self.width=width
      self.heght =height

主类:

from Sprite import * 
from window import *

sprite = Sprite() 

window=Window()
sprite.draw_sprite("sprite.png",100,200)
window.set_background("bg.png")

有没有人知道为什么精灵显示但我的背景不显示?它只显示黑色背景.

Has anyone got any ideas why the sprite is displaying but my background isnt? It just shows a black background.

我使用的是 python 3 和 pygame 3.3谢谢

Im using python 3 and pygame 3.3 Thanks

推荐答案

您在 draw_sprite() 中有事件循环,因此它一直运行到游戏结束和 window.set_background 永远不会执行.

You have event loop in draw_sprite() so it is running to the end of game and window.set_background is never executed.

您的代码构造不正确.

我尝试更正并稍后发送代码.

I try to correct it and send code later.

顺便说一下:参见:pygame.sprite.Sprite.

如何组织代码的简单示例.

Simple example how to organize code.

现在它在一个文件中.在 Pygame 中总是一个窗口,所以不需要制作 Panel+Widnow.run() 中有一个事件循环.所有代码都在 Window 中(创建 Sprite、更改背景、绘图等).

Now it is in one file. In Pygame is always one Window so there is no need to make Panel+Widnow. You have one event loop in run() . All code is inside Window (create Sprite, changing background, drawing etc.).

我将精灵添加到 (python) 列表并从列表中绘制所有精灵 - 玩家是例外 - 所以我只能从列表中删除最后一个精灵:/如果您需要更好的东西,请参阅 pygame.sprite.Sprite()pygame.sprite.Group().

I add sprites to (python) list and draw all sprites from list - player is exception - so I can remove only last sprite from list :/ If you need something better see pygame.sprite.Sprite() and pygame.sprite.Group().

使用箭头移动红球,Space暂停游戏,ESC退出.

Use Arrows to move red ball, Space to pause game, ESC to quit.

最后附上了我的位图.

import pygame

#from pygame.locals import *

#--------------------------------------------------------------------
# class for single sprite
#--------------------------------------------------------------------

class MySprite():

    def __init__(self, image, x, y):

        self.image = pygame.image.load(image)
        image_rect = self.image.get_rect()

        # Rect class to use "Sprite collision detect" - in the future
        # In rect you have sprite position and size 
        # You can use self.rect.x, self.rect.y, self.rect.width, self.rect.height
        # and self.rect.center, self.rect.centerx, self.rect.top, self.rect.bottomright etc.

        self.rect = pygame.rect.Rect(x, y, image_rect.width, image_rect.height)

    def draw(self, screen):
        screen.blit(self.image, self.rect)


#--------------------------------------------------------------------
# class for player
#--------------------------------------------------------------------

class MyPlayer(MySprite):

    def __init__(self, image, x, y):
        # parent constructor always as a first in __init__
        MySprite.__init__(self, image, x, y)

        self.speed_x = self.speed_y = 0

    #-----------------------------

    def set_speed(self, x, y):
        self.speed_x = x
        self.speed_y = y

    #-----------------------------

    def update(self):
        self.rect.x += self.speed_x
        self.rect.y += self.speed_y

        if self.rect.centerx < 0 :
            self.rect.centerx = 800
        elif self.rect.centerx > 800 :
            self.rect.centerx = 0

        if self.rect.centery < 0 :
            self.rect.centery = 600
        elif self.rect.centery > 600 :
            self.rect.centery = 0

#--------------------------------------------------------------------

class Window():

    def __init__(self, width, height):

        #--------------------
        self.rect = pygame.Rect(0, 0, width, height)
        # or
        self.width, self.height = width, height
        #--------------------

        pygame.init()

        # most users and tutorials call it "screen"
        self.screen = pygame.display.set_mode(self.rect.size)

        #############################################################

        self.foreground = None
        self.background = None

        self.set_background("background.jpg")                          
        self.set_foreground("ball3.png")                          

        #################################################

        self.player = MyPlayer("ball1.png", 100, 200)

        self.sprites_list = []

        self.add_sprite(MySprite("ball2.png", 100, 400))
        self.add_sprite(MySprite("ball2.png", 300, 500))
        self.add_sprite(MySprite("ball2.png", 300, 200))

        self.remove_last_sprite()

        #-----------------------------

        # red text "PAUSE"
        font = pygame.font.SysFont("", 72)
        self.text_pause = font.render("PAUSE", True, (255, 0, 0))

        # center text on screen
        screen_center = self.screen.get_rect().center
        self.text_pause_rect = self.text_pause.get_rect(center=screen_center) 

    #--------------------------

    def add_sprite(self, sprite):
        self.sprites_list.append(sprite)

    #--------------------------

    def remove_last_sprite(self):
        if self.sprites_list:
            del self.sprites_list[-1]

    #--------------------------

    def draw_sprites(self, screen):
        for sprite in self.sprites_list:
            sprite.draw(screen)

    #--------------------------

    def draw_background(self, screen):
        screen.fill((0,64,0)) # clear screen to green
        if self.background:
            screen.blit(self.background, (0,0))

    #--------------------------

    def draw_foreground(self, screen):
        if self.foreground:
            screen.blit(self.foreground, (0,0))

    #--------------------------

    def draw_world(self, image):
        temp = pygame.Surface(self.rect.size, pygame.SRCALPHA, 32).convert_alpha()
        image_rect = image.get_rect()

        for x in range(0, self.rect.width, 60):
            for y in range(0,self.rect.width, 60):
                temp.blit(image,(x,y))

        return temp

    #--------------------------

    def set_foreground(self, image=None):
        if image: 
            img = pygame.image.load(image)
            self.foreground = self.draw_world(img)

    #--------------------------

    def set_background(self, image=None):
        if image: 
            self.background = pygame.image.load(image)

    #--------------------------

    def run(self):

        clock = pygame.time.Clock()

        RUNNING = True
        PAUSED = False

        while RUNNING:

            #--- events ---

            for event in pygame.event.get():

                if event.type == pygame.QUIT:
                    RUNNING = False

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        RUNNING = False
                    elif event.key == pygame.K_SPACE:
                        PAUSED = not PAUSED

                    if event.key == pygame.K_UP:
                        self.player.set_speed(0,-10)
                    elif event.key == pygame.K_DOWN:
                        self.player.set_speed(0,10)
                    elif event.key == pygame.K_LEFT:
                        self.player.set_speed(-10,0)
                    elif event.key == pygame.K_RIGHT:
                        self.player.set_speed(10,0)

                if event.type == pygame.KEYUP:
                    if event.key in (pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT):
                        self.player.set_speed(0,0)

            #--- changes ----

            if not PAUSED:
                # change elements position
                self.player.update()

            #--- draws ---

            self.draw_background(self.screen)
            self.draw_foreground(self.screen)
            self.draw_sprites(self.screen) 
            self.player.draw(self.screen)

            if PAUSED:
                # draw pause string
                self.screen.blit(self.text_pause, self.text_pause_rect.topleft)

            pygame.display.update()

            #--- FPS ---

            clock.tick(25) # 25 Frames Per Seconds

        #--- finish ---

        pygame.quit()

#----------------------------------------------------------------------

Window(800,600).run()

ball1.png球2.png球3.png

ball1.png ball2.png ball3.png

背景.jpg

截图

这篇关于Pygame-窗口和精灵类-python的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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