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我正在使用来自 arcade.academy 的教程,到目前为止游戏运行良好(一个人四处走动收集硬币和得分)但我希望在用户按下 Q 时出现攻击动画,这样我就可以转动一些硬币进入敌人并制作一点角色扮演游戏并增加我的知识。

这是我到目前为止所得到的,但由于某种原因,self.is_attacking 布尔值要么没有触发,要么没有正确链接。

这是我到目前为止所得到的。

import arcade
import random
import os

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Move with a Sprite Animation Example"

COIN_SCALE = 0.5
COIN_COUNT = 50
CHARACTER_SCALING = 1

MOVEMENT_SPEED = 5
UPDATES_PER_FRAME = 7

# Constants used to track if the player is facing left or right
RIGHT_FACING = 0
LEFT_FACING = 1


def load_texture_pair(filename):
    """
    Load a texture pair, with the second being a mirror image.
    """
    return [
        arcade.load_texture(filename, scale=CHARACTER_SCALING),
        arcade.load_texture(filename, scale=CHARACTER_SCALING, mirrored=True)
    ]


class PlayerCharacter(arcade.Sprite):
    def __init__(self):

        # Set up parent class
        super().__init__()

        # Default to face-right
        self.character_face_direction = RIGHT_FACING

        # Used for flipping between image sequences
        self.cur_texture = 0
        self.attack_texture = 0

        # Track our state
        self.jumping = False
        self.climbing = False
        self.is_on_ladder = False
        self.is_attacking = False

        # Adjust the collision box. Default includes too much empty space
        # side-to-side. Box is centered at sprite center, (0, 0)
        self.points = [[-22, -64], [22, -64], [22, 28], [-22, 28]]

        # --- Load Textures ---

        # Images from Kenney.nl's Asset Pack 3
        main_path = "images/Sprites/rogue like character/rogue like"
        # main_path = "platform_tutorial/images/Female person/PNG/Poses/character_femalePerson"
        # main_path = "platform_tutorial/images/Male person/PNG/Poses/character_malePerson"
        # main_path = "platform_tutorial/images/Male adventurer/PNG/Poses/character_maleAdventurer"
        # main_path = "platform_tutorial/images/Zombie/PNG/Poses/character_zombie"
        # main_path = "platform_tutorial/images/Robot/PNG/Poses/character_robot"

        # Load textures for idle standing
        self.idle_texture_pair = load_texture_pair(f"{main_path} idle_Animation 1_0.png")

        # Load textures for walking
        self.walk_textures = []
        for i in range(6):
            texture = load_texture_pair(f"{main_path} run_Animation 1_{i}.png")
            self.walk_textures.append(texture)

        # Load textures for attacking
        self.attack_textures = []
        for i in range(10):
            texture = load_texture_pair(f"{main_path} attack_Animation 1_{i}.png")
            self.attack_textures.append(texture)

    def update_animation(self, delta_time: float = 1/60):

        # Figure out if we need to flip face left or right
        if self.change_x < 0 and self.character_face_direction == RIGHT_FACING:
            self.character_face_direction = LEFT_FACING
        elif self.change_x > 0 and self.character_face_direction == LEFT_FACING:
            self.character_face_direction = RIGHT_FACING

        # Idle animation
        if self.change_x == 0 and self.change_y == 0:
            self.texture = self.idle_texture_pair[self.character_face_direction]
            return

        # Walking animation
        self.cur_texture += 1
        if self.cur_texture > 5 * UPDATES_PER_FRAME:
            self.cur_texture = 0
        self.texture = self.walk_textures[self.cur_texture // UPDATES_PER_FRAME][self.character_face_direction]

        # Attacking animation
        if self.is_attacking:
            self.cur_texture += 1
            if self.cur_texture > 9 * UPDATES_PER_FRAME:
                self.cur_texture = 0
                self.is_attacking = False
            self.texture = self.attack_textures[self.cur_texture // UPDATES_PER_FRAME][self.character_face_direction]


class MyGame(arcade.Window):
    # Main application class.

    def __init__(self, width, height, title):

        # Initializer

        super().__init__(width, height, title)

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        # Set up the game and initialize the variables.

        # Sprite lists
        self.player_list = None
        self.coin_list = None

        # Set up the player
        self.score = 0
        self.player = None
        self.is_attacking = False

    def setup(self):
        self.player_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()

        # Set up the player
        self.score = 0
        self.player = PlayerCharacter()

        self.player.center_x = SCREEN_WIDTH // 2
        self.player.center_y = SCREEN_HEIGHT // 2
        self.player.scale = 0.8

        self.player_list.append(self.player)

        for i in range(COIN_COUNT):
            coin = arcade.AnimatedTimeSprite(scale=0.5)
            coin.center_x = random.randrange(SCREEN_WIDTH)
            coin.center_y = random.randrange(SCREEN_HEIGHT)

            coin.textures = []
            coin.textures.append(arcade.load_texture("images/items/Coingold.png", scale=COIN_SCALE))
            coin.textures.append(arcade.load_texture("images/items/Coingold.png", scale=COIN_SCALE))
            coin.textures.append(arcade.load_texture("images/items/Coingold.png", scale=COIN_SCALE))
            coin.textures.append(arcade.load_texture("images/items/Coingold.png", scale=COIN_SCALE))
            coin.textures.append(arcade.load_texture("images/items/Coingold.png", scale=COIN_SCALE))
            coin.textures.append(arcade.load_texture("images/items/Coingold.png", scale=COIN_SCALE))
            coin.cur_texture_index = random.randrange(len(coin.textures))

            self.coin_list.append(coin)

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)

    def on_draw(self):

        # Render the screen.


        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        self.coin_list.draw()
        self.player_list.draw()

        # Put the text on the screen.
        output = f"Score: {self.score}"
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)

    def on_key_press(self, key, modifiers):

        # Called whenever a key is pressed.

        if key == arcade.key.UP:
            self.player.change_y = MOVEMENT_SPEED
        elif key == arcade.key.DOWN:
            self.player.change_y = -MOVEMENT_SPEED
        elif key == arcade.key.LEFT:
            self.player.change_x = -MOVEMENT_SPEED
        elif key == arcade.key.RIGHT:
            self.player.change_x = MOVEMENT_SPEED
        elif key == arcade.key.Q:
            self.is_attacking = True

    def on_key_release(self, key, modifiers):

        # Called when the user releases a key.

        if key == arcade.key.UP or key == arcade.key.DOWN:
            self.player.change_y = 0
        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
            self.player.change_x = 0
        elif key == arcade.key.Q:
            self.is_attacking = False

    def on_update(self, delta_time):
        # Movement and game logic 

        self.coin_list.update()
        self.coin_list.update_animation()
        self.player_list.update()
        self.player_list.update_animation()

        # Generate a list of all sprites that collided with the player.
        hit_list = arcade.check_for_collision_with_list(self.player, self.coin_list)

        # Loop through each colliding sprite, remove it, and add to the score.
        for coin in hit_list:
            coin.remove_from_sprite_lists()
            self.score += 1

def main():
    # Main method 
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()
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1 回答 1

0

你可以试试设置

self.player.is_attacking=True
于 2020-02-08T15:00:13.480 回答