我一直在寻找有关使用Pygame在Python中从几个图像制作简单精灵动画的好教程。但我还没有找到我想要的。
我的问题很简单:如何从几个图像制作动画精灵(例如:制作几个爆炸图像,尺寸为20x20像素,组合成一个动画)?
有什么好的想法吗?
我一直在寻找有关使用Pygame在Python中从几个图像制作简单精灵动画的好教程。但我还没有找到我想要的。
我的问题很简单:如何从几个图像制作动画精灵(例如:制作几个爆炸图像,尺寸为20x20像素,组合成一个动画)?
有什么好的想法吗?
有两种动画类型:frame-dependent 和 time-dependent。它们的工作方式相似。
index
,用于跟踪图像列表的当前索引。current_time
或 current_frame
,用于跟踪自上次索引切换以来的当前时间或当前帧。animation_time
或 animation_frames
,定义多少秒或帧应该在切换图像之前经过。current_time
增加已经过去的秒数,或将current_frame
增加1。current_time >= animation_time
或current_frame >= animation_frames
。如果为真则继续执行步骤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()
时间相关的动画使您能够以相同的速度播放动画,无论帧速率有多慢/快或计算机有多慢/快。这使您的程序可以自由更改帧速率而不影响动画,并且即使计算机无法跟上帧速率,动画也将保持一致。如果程序出现滞后,则动画将追赶到它应该处于的状态,就好像没有发生滞后一样。
虽然可能会发生动画循环与帧速率不同步的情况,使得动画循环看起来不规则。例如,假设我们将帧更新为每0.05秒,而动画切换图像每0.075秒,则循环如下:
等等...
基于帧的动画如果您的计算机可以始终处理帧速率,则看起来更平滑。如果出现滞后,它将暂停在当前状态并在滞后停止时重新启动,这会使滞后更加明显。此选择稍微更容易实现,因为您只需要在每次调用时将current_frame
增加1,而不是处理增量时间(dt
)并将其传递给每个对象。
pygame.sprite.Sprite
类会更好。 - martineauclock.tick(FPS) / 1000
始终返回0(整数)。相反,我使用了 dt = clock.tick(FPS) / 1000.0
强制使用浮点数。 - user2194299你可以尝试在update
函数中修改精灵,使其替换成不同的图像。这样,在渲染精灵时,它将看起来是动画效果。
编辑:
下面是我草拟的一个快速示例:
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()
它假设您在代码所在的同一文件夹内有两个名为 image1.png
和 image2.png
的图像。
__init__
中添加self.counter = 0
。然后,在update
中递增self.counter
。如果它等于某个较大的数字(也许是99),那么将其重置为零并将self.index
递增一。这样,动画每100个tick只更新一次。我相信还有更好的方法,但这种方法非常简单,可能适合你。 - Michael0x2aself.image = self.images[math.floor(self.index)]
然后将 self.index
增加0.08左右。 - gusg21def 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])
对于一个动画的 Sprite ,需要生成一系列图片(pygame.Surface
对象)。列表中的每一帧都显示不同的图片,就像电影中的图片一样。这样可以呈现出一个动态的物体。
获取图片列表的一种方法是加载一个动画 GIF (Graphics Interchange Format)。不幸的是,PyGame没有提供加载动画 GIF 帧的函数。但是,有几个 Stack Overflow 的答案解决了这个问题:
一种方法是使用流行的Pillow库(pip install Pillow)。下面的函数加载动画GIF的帧,并生成一个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
pygame.sprite.Sprite
类,该类维护一个图像列表。实现一个更新方法,在每一帧中选择不同的图像。index
属性,指示列表中当前图像的索引。在Update
方法中增加索引。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%
)。通过下标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]
示例GIF(来自Animated Gifs, Animated Image):
最简示例: 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()
gifsicle in.gif --colors 256 out.gif
进行转换解决了这个问题,除此之外颜色现在被限制在256种。您可以尝试调整抖动(-f)、优化(-O3)和--color-method,以使其更好。如果没有使用--colors 256
,它将使用本地颜色映射,这似乎会弄乱事情。也许我应该留意使用文件夹中的jpgs/pngs(我记得是convert in.gif %d.png
)。 - Luc
Rect
。这里有另一个例子:http://www.pygame.org/wiki/Spritesheet?parent=CookBook - ninMonkey