Pygame 精灵在某个 Y 坐标处随着 layeredUpdates 消失 [英] Pygame sprite disappearing with layeredUpdates at a certain Y coordinate

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问题描述

我正在用 pygame 制作这个游戏,并且有一个用 layeredUpdates 绘制的 player 精灵.玩家的 _layer 是 1,出于某种原因,当他到达 y 坐标上的某个点时,他就消失了.ground 精灵的 _layer 为 2,所以 player 精灵应该总是在最上面.奇怪的是他就在某个 y 坐标处消失了.

I am making this game with pygame, and have got a player sprite drawn with layeredUpdates. The _layer for the player is 1, and for some reason, when he gets to a certain point on the y coordinate, he just disappears. The ground sprite has a _layer of 2, so the player sprite should always be on top. It's odd that he just disappears at a certain y coordinate.

main.py:

import pygame
from sprites import *
from settings import *
from os import path

class Game:
    def __init__(self):
        pygame.init()
        self.screen = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
        pygame.display.set_caption(TITLE)
        pygame.key.set_repeat(500, 100)
        self.clock = pygame.time.Clock()
        self.load_data()

    def load_data(self):
        main_folder = path.dirname(__file__)
        img_dir = path.join(main_folder, 'img')
        self.map_data = []
        with open(path.join(main_folder, 'map.txt'), 'rt') as f:
            for line in f:
                self.map_data.append(line)
        self.spritesheet = Spritesheet(path.join(img_dir, SPRITESHEET))

    def new(self):
        self.all_sprites = pygame.sprite.LayeredUpdates()
        self.blocks = pygame.sprite.Group()
        self.grounds = pygame.sprite.Group()
        for row, tiles in enumerate(self.map_data):
            for col, tile in enumerate(tiles):
                Ground(self, col, row)
                if tile == 'a':
                    Block(self, col, row)
                if tile == 'P':
                    self.player = Player(self, col, row)


    def run(self):
        self.playing = True
        while self.playing:
            self.events()
            self.update()
            self.draw()

    def events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w:
                    self.player.move(0,-1)
                if event.key == pygame.K_a:
                    self.player.move(-1,0)
                if event.key == pygame.K_s:
                    self.player.move(0,1)
                if event.key == pygame.K_d:
                    self.player.move(1,0)


    def update(self):
        self.screen.fill(BLACK)
        self.all_sprites.update()
        self.clock.tick(FPS)

    def draw(self):
        self.all_sprites.draw(self.screen)
        pygame.display.update()

g = Game()
while True:
    g.new()
    g.run()

精灵.py

import pygame
from settings import *

class Spritesheet:
    def __init__(self, filename):
        self.spritesheet = pygame.image.load(filename).convert()

    def get_image(self, x, y, width, height):
        image = pygame.Surface((width, height))
        image.blit(self.spritesheet, (0,0), (x, y, width, height))
        return image

class Player(pygame.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.all_sprites
        pygame.sprite.Sprite.__init__(self, self.groups)
        self.game = game
        self.image = self.game.spritesheet.get_image(0,32,32,32)
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.x = x
        self.y = y
        self.dir = 'UP'
        self._layer = PLAYER_LAYER

    def move(self, x_change, y_change):
        if x_change > 0:
            self.dir = 'RIGHT'
        if x_change < 0:
            self.dir = 'LEFT'
        if y_change > 0:
            self.dir = 'DOWN'
        if y_change < 0:
            self.dir = 'UP'

        if not self.collide(x_change, y_change):
            self.x += x_change
            self.y += y_change

    def collide(self, x_change, y_change):
        for block in self.game.blocks:
            if block.x == self.x + x_change and block.y == self.y + y_change and block.collidable:
                return True
        return False

    def update(self):
        self.rect.x = self.x * SCALE
        self.rect.y = self.y * SCALE

class Block(pygame.sprite.Sprite):
    def __init__(self, game, x, y, collidable=True, groups=None):
        pygame.sprite.Sprite.__init__(self, groups or (game.all_sprites, game.blocks))
        self.game = game
        self.image = pygame.Surface((SCALE, SCALE))
        self.rect = self.image.get_rect()
        self.x = x
        self.y = y
        self.collidable = collidable

    def update(self):
        self.rect.x = self.x * SCALE
        self.rect.y = self.y * SCALE

class Ground(Block):
    def __init__(self, game, x, y, collidable=False, groups=None):
        Block.__init__(self, game, x, y, collidable, groups or (game.all_sprites, game.grounds))
        self.image = self.game.spritesheet.get_image(0, 0, 32, 32)
        self._layer = GROUND_LAYER

settings.py:

settings.py:

WIN_WIDTH = 640
WIN_HEIGHT = 480

SPRITESHEET = 'sheet.png'

BLACK = (0,0,0)
WHITE = (255,255,255)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)

TITLE = 'Pykemon'
SCALE = 32
FPS = 60

PLAYER_LAYER = 1
TREE_LAYER = 2
GROUND_LAYER = 3

map.txt:

aaaaaaaaaaaaaaaaaaaa
a..................a
a..................a
a..................a
a..................a
a..................a
a..................a
a..................a
a..................a
a....P.............a
a..................a
a..................a
a..................a
a..................a
aaaaaaaaaaaaaaaaaaaa

谢谢.

推荐答案

图层必须按升序排列:

PLAYER_LAYER = 3
TREE_LAYER = 2
GROUND_LAYER = 1

当精灵在分层组中时(pygame.sprite.LayeredUpdates) 然后可以通过 switch_layer():

When a sprite is in layered group (pygame.sprite.LayeredUpdates) then the layer can be changed by switch_layer():

class Player(pygame.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.all_sprites
        pygame.sprite.Sprite.__init__(self, self.groups)
        # [...]        

        game.all_sprites.change_layer(self, PLAYER_LAYER)

class Ground(Block):
    def __init__(self, game, x, y, collidable=False, groups=None):
        Block.__init__(self, game, x, y, collidable, groups or (game.all_sprites, game.grounds))
        self.image = self.game.spritesheet.get_image(0, 0, 32, 32)

        game.all_sprites.change_layer(self, GROUND_LAYER)

注意,改变 _layer 属性不会神奇地改变精灵的层._layer 属性必须在精灵添加到组之前设置.因此,您必须在 super() 调用之前设置图层属性:

Note, changing the _layer attribute does not magically change the layer of the sprite. The _layer attribute has to be set before the sprite is add to the group. Thus you have to set the layer attribute before the super() calls:

class Player(pygame.sprite.Sprite):
    def __init__(self, game, x, y):

        self._layer = PLAYER_LAYER

        self.groups = game.all_sprites
        pygame.sprite.Sprite.__init__(self, self.groups)

class Ground(Block):
    def __init__(self, game, x, y, collidable=False, groups=None):

        self._layer = GROUND_LAYER

        Block.__init__(self, game, x, y, collidable, groups or (game.all_sprites, game.grounds))
        self.image = self.game.spritesheet.get_image(0, 0, 32, 32)

或者,如果将 layer 关键字参数传递给 add().虽然以下有效(如果 self 之前不在 game.all_sprites 中):

Alternatively a layer in a group is created, if a layer keyword argument is passed to add(). While the following works (if self is not in game.all_sprites before):

game.all_sprites.add(self, layer=PLAYER_LAYER)

这篇关于Pygame 精灵在某个 Y 坐标处随着 layeredUpdates 消失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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