使用精灵动画移动#

sprite_move_animation.py#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 | """ Move with a Sprite Animation Simple program to show basic sprite usage. Artwork from https://kenney.nl If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.sprite_move_animation """ import arcade import random SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Move with a Sprite Animation Example" COIN_SCALE = 0.5 COIN_COUNT = 50 CHARACTER_SCALING = 1 # How fast to move, and how fast to run the animation MOVEMENT_SPEED = 5 UPDATES_PER_FRAME = 5 # 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), arcade.load_texture(filename, flipped_horizontally=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.scale = CHARACTER_SCALING # 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 = ":resources:images/animated_characters/female_adventurer/femaleAdventurer" # main_path = ":resources:images/animated_characters/female_person/femalePerson" # main_path = ":resources:images/animated_characters/male_person/malePerson" # main_path = ":resources:images/animated_characters/male_adventurer/maleAdventurer" # main_path = ":resources:images/animated_characters/zombie/zombie" # main_path = ":resources:images/animated_characters/robot/robot" # Load textures for idle standing self.idle_texture_pair = load_texture_pair(f"{main_path}_idle.png") # Load textures for walking self.walk_textures = [] for i in range(8): texture = load_texture_pair(f"{main_path}_walk{i}.png") self.walk_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 > 7 * UPDATES_PER_FRAME: self.cur_texture = 0 frame = self.cur_texture // UPDATES_PER_FRAME direction = self.character_face_direction self.texture = self.walk_textures[frame][direction] class MyGame(arcade.Window): """ Main application class. """ def __init__(self, width, height, title): """ Set up the game and initialize the variables. """ super().__init__(width, height, title) # Sprite lists self.player_list = None self.coin_list = None # Set up the player self.score = 0 self.player = None 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.Sprite(":resources:images/items/gold_1.png", scale=0.5) coin.center_x = random.randrange(SCREEN_WIDTH) coin.center_y = random.randrange(SCREEN_HEIGHT) 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 self.clear() # 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 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 def on_update(self, delta_time): """ Movement and game logic """ # Move the player self.player_list.update() # Update the players animation 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 function """ window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) window.setup() arcade.run() if __name__ == "__main__": main() |