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I've basically just started developing with PyGame and I am having trouble with the whole Sprite concept. I have been looking every where for guides on how to use it, I just can't seem to find any. I would like to know the basic concept of how it all works. This is the code I have been working on:

#!/usr/bin/python

import pygame, sys
from pygame.locals import *

size = width, height = 320, 320
clock = pygame.time.Clock()

xDirection = 0
yDirection = 0
xPosition = 32
yPosition = 256

blockAmount = width/32

pygame.init()
screen = pygame.display.set_mode(size)
screen.fill([0, 155, 255])
pygame.display.set_caption("Mario Test")
background = pygame.Surface(screen.get_size())

mainCharacter = pygame.sprite.Sprite()
mainCharacter.image = pygame.image.load("data/character.png").convert()
mainCharacter.rect = mainCharacter.image.get_rect()
mainCharacter.rect.topleft = [xPosition, yPosition]
screen.blit(mainCharacter.image, mainCharacter.rect)

grass = pygame.sprite.Sprite()
grass.image = pygame.image.load("data/grass.png").convert()
grass.rect = grass.image.get_rect()
for i in range(blockAmount):
    blockX = i * 32
    blockY = 288
    grass.rect.topleft = [blockX, blockY]
    screen.blit(grass.image, grass.rect)

grass.rect.topleft = [64, 256]  
screen.blit(grass.image, grass.rect.topleft )

running = False
jumping = False 
falling = False
standing = True

jumpvel = 22
gravity = -1

while True:

    for event in pygame.event.get():
        if event.type == KEYDOWN and event.key == K_ESCAPE:
            pygame.quit()
            sys.exit()
        elif event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type == KEYDOWN:
            if event.key == K_LEFT:
                running = True
                xRun = -5
            elif event.key == K_RIGHT:
                running = True
                xRun = 5
            elif event.key == K_UP or event.key == K_SPACE:
                jumping = True
        elif event.type == KEYUP:
            if event.key == K_LEFT or event.key == K_RIGHT:
                running = False


    if running == True:
        xPosition += xRun

    if mainCharacter.rect.right >= width:
        xPosition = xPosition - 10
        print "hit"
        running = False
    elif mainCharacter.rect.left <= 0:
        xPosition = xPosition + 10
        print "hit"
        running = False

    screen.fill([0, 155, 255])

    for i in range(blockAmount):
        blockX = i * 32
        blockY = 288
        grass.rect.topleft = [blockX, blockY]
        screen.blit(grass.image, grass.rect)

    grass.rect.topleft = [64, 64]   
    screen.blit(grass.image, grass.rect.topleft )


    if jumping:
        yPosition -= jumpvel
        print jumpvel
        jumpvel += gravity
        if jumpvel < -22:
            jumping = False
        if mainCharacter.rect.bottom == grass.rect.top:
            jumping = False

    if not jumping:
        jumpvel = 22


    mainCharacter.rect.topleft = [xPosition, yPosition]
    screen.blit(mainCharacter.image,mainCharacter.rect)

    clock.tick(60)
    pygame.display.update() 

basically I just want to know how to make these grass blocks into sprites in a group, so that when I add my player (also a sprite) I can determine whether or not he is in the air or not through the collision system. Can someone please explain to me how I would do this. All I am looking for is basically a kick starter because some of the documentation is quite bad in my opinion as it doesn't completely tell you how to use it. Any help is greatly appreciated :)

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1 回答 1

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在 Pygame 中,精灵非常少。它们由两个主要部分组成:图像和矩形。图像是屏幕上显示的内容,矩形用于定位和碰撞检测。这是一个如何将你的草图像制作成 Sprite 的示例:

grass = pygame.image.load("grass.png")
grass = grass.convert_alpha()
grassSprite = new pygame.sprite.Sprite()
grassSprite.image = grass
#This automatically sets the rect to be the same size as your image.
grassSprite.rect = grass.get_rect()

Sprites 本身毫无意义,因为您始终可以自己跟踪图像和位置。优点是使用组。以下是如何使用组的示例:

myGroup = pygame.sprite.Group()
myGroup.add([sprite1,sprite2,sprite3])
myGroup.update()
myGroup.draw()
if myGroup.has(sprite2):
    myGroup.remove(sprite2)

此代码创建一个组,将三个精灵添加到组中,更新精灵,绘制它们,检查 sprite2 是否在组中,然后删除精灵。它主要是直截了当的,但有一些事情需要注意: 1) Group.add() 可以采用单个精灵或任何可迭代的精灵集合,例如列表或元组。2) Group.update() 调用它包含的所有精灵的更新方法。Pygame 的 Sprite 在其 update 方法被调用时不做任何事情;但是,如果您创建 Sprite 的子类,则可以覆盖 update 方法以使其执行某些操作。3) Group.draw() 将所有 Group 的 Sprite 的图像在其矩形的 x 和 y 位置处以 blit 方式显示到屏幕上。如果你想移动一个精灵,你可以像这样改变它的矩形的 x 和 y 位置:mySprite.rect.x = 4或者mySprite.rect.y -= 7

使用组的一种方法是为每个级别创建不同的组。然后调用代表当前级别的任何组的更新和绘制方法。由于除非调用这些方法,否则不会发生或显示任何内容,因此所有其他级别将保持“暂停”状态,直到您切换回它们。这是一个例子:

levels = [pygame.sprite.Group(),pygame.sprite.Group(),pygame.sprite.Group()]
levels[0].add(listOfLevel0Sprites)
levels[1].add(listOfLevel1Sprites)
levels[2].add(listOfLevel2Sprites)
currentLevel = 0
while(True):
    levels[currentLevel].update()
    levels[currentLevel].draw()

我知道这个问题有点老了,但我希望你仍然觉得它有帮助!

于 2013-06-06T20:43:11.940 回答