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。我还没有找到我要找的东西。
我的问题很简单:如何从几张图像制作动画精灵(例如:制作几张尺寸为 20x20px 的爆炸图像作为一个但动画)
有什么好主意吗?
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。我还没有找到我要找的东西。
我的问题很简单:如何从几张图像制作动画精灵(例如:制作几张尺寸为 20x20px 的爆炸图像作为一个但动画)
有什么好主意吗?
有两种类型的动画:frame-dependent和time-dependent。两者都以类似的方式工作。
index
,跟踪图像列表的当前索引。current_time
或者current_frame
自上次索引切换以来跟踪当前时间或当前帧。animation_time
或者animation_frames
定义在切换图像之前应该经过多少秒或帧。current_time
自我们上次增加它以来经过的秒数,或增加current_frame
1。current_time >= animation_time
或current_frame >= animation_frame
。如果为真,请继续 3-5。current_time = 0
或current_frame = 0
。index = 0
.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()
时间相关动画允许您以相同的速度播放动画,无论帧速率有多慢/快或您的计算机有多慢/快。这允许您的程序在不影响动画的情况下自由更改帧率,即使计算机无法跟上帧率,它也将保持一致。如果程序滞后,动画将赶上它本应处于的状态,就好像没有发生滞后一样。
虽然,动画周期可能与帧速率不同步,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:
等等...
如果您的计算机能够始终如一地处理帧速率,则取决于帧的看起来会更流畅。如果发生延迟,它将在当前状态下暂停并在延迟停止时重新启动,这使得延迟更加明显。这种替代方案更容易实现,因为您只需要current_frame
在每次调用时递增 1,而不是处理增量时间 ( dt
) 并将其传递给每个对象。
您可以尝试修改您的精灵,以便将其图像换成内部的不同图像update
。这样,当精灵被渲染时,它会看起来是动画的。
编辑:
这是我绘制的一个简单示例:
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()
它假定您调用了两个图像image1.png
,并且image2.png
在代码所在的同一文件夹中。
您应该将所有精灵动画放在一个大“画布”上,因此对于 3 个 20x20 的爆炸精灵帧,您将拥有 60x20 的图像。现在您可以通过加载图像的一个区域来获得正确的帧。
在你的精灵类中,很可能在更新方法中你应该有这样的东西(为了简单起见,我更喜欢有单独的类来负责选择正确的动画帧)。self.f = 0
上__init__
。
def update(self):
images = [[0, 0], [20, 0], [40, 0]]
self.f += 1 if self.f < len(images) else 0
self.image = your_function_to_get_image_by_coordinates(images[i])
对于动画Spritepygame.Surface
,必须生成图像(对象)列表。列表的不同图片显示在每一帧中,就像电影图片一样。这给出了动画对象的外观。
获取图像列表的一种方法是加载动画GIF(图形交换格式)。不幸的是,PyGame 不提供加载动画 GIF 帧的功能。但是,有几个 Stack Overflow 答案可以解决这个问题:
一种方法是使用流行的Pillow库(pip install Pillow)。以下函数加载动画GIF的帧并生成pygame.Surface
对象列表:
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
创建一个pygame.sprite.Sprite
维护图像列表的类。实现一个更新方法,在每一帧中选择不同的图像。
将图像列表传递给类构造函数。添加一个index
属性,指示当前图像在列表中的索引。增加Update
方法中的索引。如果索引大于或等于图像列表的长度,则重置索引(或使用模 ( %
) 运算符)。通过订阅从列表中获取当前图像:
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
if self.image_index >= len(self.images):
self.image_index = 0
self.image = self.images[self.image_index]
GIF 示例(来自Animated Gifs, Animated Image):
最小的例子: repl.it/@Rabbid76/PyGame-SpriteAnimation
import pygame
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
self.image = self.images[self.image_index % len(self.images)]
self.rect.x -= 5
if self.rect.right < 0:
self.rect.left = pygame.display.get_surface().get_width()
pygame.init()
window = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()
ground = window.get_height() * 3 // 4
gifFrameList = loadGIF('stone_age.gif')
animated_sprite = AnimatedSpriteObject(window.get_width() // 2, ground, gifFrameList)
all_sprites = pygame.sprite.Group(animated_sprite)
run = True
while run:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
window.fill((127, 192, 255), (0, 0, window.get_width(), ground))
window.fill((255, 127, 64), (0, ground, window.get_width(), window.get_height() - ground))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()