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如何设置同一类的多个对象的动画?

  •  1
  • ScalaBoy  · 技术社区  · 6 年前

    我想要三个工人(这个班的对象 Worker )在屏幕上以不同的随机方向和不同的速度移动。换句话说,我只想做这样的事情: worker1.makeRandomStep(x,y,1) , worker2.makeRandomStep(x,y,2) worker1.makeRandomStep(x,y,3) .

    这是我当前的代码,其中只有一个 worker :

    import pygame, random
    import sys
    
    WHITE = (255, 255, 255)
    GREEN = (20, 255, 140)
    GREY = (210, 210 ,210)
    RED = (255, 0, 0)
    PURPLE = (255, 0, 255)
    
    SCREENWIDTH=1000
    SCREENHEIGHT=578  
    
    
    class Background(pygame.sprite.Sprite):
        def __init__(self, image_file, location):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load(image_file)
            self.rect = self.image.get_rect()
            self.rect.left, self.rect.top = location
    
    
    
    class Worker(pygame.sprite.Sprite):
        def __init__(self, image_file, location):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load(image_file)
            self.rect = self.image.get_rect()
            self.direction = 2
            self.rect.left, self.rect.top = location
    
    
        def makeRandomStep(self,x,y,step):
            # there is a less than 1% chance every time that direction is changed
            if random.uniform(0,1)<0.005:
                self.direction = random.randint(1,4)
    
            if self.direction == 1:
                return x, y+step # up
            elif self.direction == 2:
                return x+step, y # right
            elif self.direction == 3:
                return x, y-step # down
            elif self.direction == 4:
                return x-step, y # left
            else:
                return x, y # stop
    
    
    pygame.init()
    
    size = (SCREENWIDTH, SCREENHEIGHT)
    screen = pygame.display.set_mode(size)
    screen_rect=screen.get_rect()
    pygame.display.set_caption("TEST")
    
    worker = Worker("worker.png", [0,0])
    w_x = worker.rect.left
    w_y = worker.rect.top
    
    bg = Background("background.jpg", [0,0])
    
    #sprite_group = pygame.sprite.Group()
    #sprite_group.add(worker)
    
    carryOn = True
    clock=pygame.time.Clock()
    
    while carryOn:
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    carryOn=False
                    pygame.display.quit()
                    pygame.quit()
                    quit()
    
            # Draw floor layout 
            screen.blit(pygame.transform.scale(bg.image, (SCREENWIDTH, SCREENHEIGHT)), bg.rect)
    
            # Draw geo-fences
            geofence1 = pygame.draw.rect(screen, GREEN, [510,150,75,52])
            geofence2 = pygame.draw.rect(screen, GREEN, [450,250,68,40])
    
            w_x,w_y = worker.makeRandomStep(w_x,w_y,1)
    
            # Worker should not go outside the screen area
            if (w_x + worker.rect.width > SCREENWIDTH): w_x = SCREENWIDTH - worker.rect.width
            if (w_x < 0): w_x = 0
            if (w_y + worker.rect.height > SCREENHEIGHT): w_y = SCREENHEIGHT - worker.rect.height
            if (w_y < 0): w_y = 0      
            worker.rect.clamp_ip(screen_rect)
    
            screen.blit(worker.image, (w_x,w_y))
    
            # Refresh Screen
            pygame.display.flip()
    
            #sprite_group.update()
            #sprite_group.draw(screen)
    
            #Number of frames per secong e.g. 60
            clock.tick(20)
    
    pygame.display.quit()
    pygame.quit()
    quit()
    

    我不太清楚该如何实现我的目标。我想用 sprite_group ,但我误解了如何正确更新 while 循环。 任何帮助都是非常感谢的。谢谢。

    1 回复  |  直到 6 年前
        1
  •  2
  •   sloth JohnnBlade    6 年前

    你必须把所有的工作逻辑转移到 Worker 类(设置随机值、更新位置等)。然后创建多个实例。

    下面是一个运行示例。请注意以下注释:

    import pygame, random
    import sys
    
    WHITE = (255, 255, 255)
    GREEN = (20, 255, 140)
    GREY = (210, 210 ,210)
    RED = (255, 0, 0)
    PURPLE = (255, 0, 255)
    
    SCREENWIDTH=1000
    SCREENHEIGHT=578  
    
    
    class Background(pygame.sprite.Sprite):
        def __init__(self, image_file, location, *groups):
            # we set a _layer attribute before adding this sprite to the sprite groups
            # we want the background to be actually in the back
            self._layer = -1
            pygame.sprite.Sprite.__init__(self, groups)
            # let's resize the background image now and only once
            # always call convert() (or convert_alpha) after loading an image
            # so the surface will have to correct pixel format
            self.image = pygame.transform.scale(pygame.image.load(image_file).convert(), (SCREENWIDTH, SCREENHEIGHT))
            self.rect = self.image.get_rect(topleft=location)
    
    # we do everthing with sprites now, because that will make our live easier
    class GeoFence(pygame.sprite.Sprite):
        def __init__(self, rect, *groups):
            # we set a _layer attribute before adding this sprite to the sprite groups
            self._layer = 0
            pygame.sprite.Sprite.__init__(self, groups)
            self.image = pygame.surface.Surface((rect.width, rect.height))
            self.image.fill(GREEN)
            self.rect = rect
    
    class Worker(pygame.sprite.Sprite):
        def __init__(self, image_file, location, *groups):
            # we set a _layer attribute before adding this sprite to the sprite groups
            # we want the workers on top
            self._layer = 1
            pygame.sprite.Sprite.__init__(self, groups)
            self.image = pygame.transform.scale(pygame.image.load(image_file).convert_alpha(), (40, 40))
            self.rect = self.image.get_rect(topleft=location)
            # let's call this handy function to set a random direction for the worker
            self.change_direction()
            # speed is also random
            self.speed = random.randint(2, 4)
    
        def change_direction(self):
            # let's create a random vector as direction, so we can move in every direction
            self.direction = pygame.math.Vector2(random.randint(-100, 100), random.randint(-100, 100))
    
            # we don't want a vector of length 0, because we want to actually move
            # it's not enough to account for rounding errors, but let's ignore that for now
            while self.direction.length() == 0:
                self.direction = pygame.math.Vector2(random.randint(-100, 100), random.randint(-100, 100)) 
    
            # always normalize the vector, so we always move at a constant speed at all directions
            self.direction = self.direction.normalize()
    
        def update(self, screen):
            # there is a less than 1% chance every time that direction is changed
            if random.uniform(0,1)<0.005:
                self.change_direction()
    
            # now let's multiply our direction with our speed and move the rect
            vec = [int(v) for v in self.direction * self.speed]
            self.rect.move_ip(*vec)
    
            # if we're going outside the screen, move back and change direction
            if not screen.get_rect().contains(self.rect):
                self.change_direction()
            self.rect.clamp_ip(screen.get_rect())
    
    pygame.init()
    
    # currently, one group would be enough
    # but if you want to use some collision handling in the future
    # it's best to group all sprites into special groups (no pun intended)
    all_sprites = pygame.sprite.LayeredUpdates()
    workers = pygame.sprite.Group()
    fences = pygame.sprite.Group()
    
    screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
    pygame.display.set_caption("TEST")
    
    # create multiple workers
    for pos in ((0,0), (100, 100), (200, 100)):
        Worker("worker.png", pos, all_sprites, workers)
    
    # create multiple of these green thingies
    for rect in (pygame.Rect(510,150,75,52), pygame.Rect(450,250,68,40)):
        GeoFence(rect, all_sprites, fences)
    
    # and the background
    Background("background.jpg", [0,0], all_sprites)
    
    carryOn = True
    clock = pygame.time.Clock()
    
    while carryOn:
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                carryOn = False
    
        # see how clean our main loop is
        # just calling update and draw on the all_sprites group
        all_sprites.update(screen)
        all_sprites.draw(screen)
    
        pygame.display.flip()
    
        clock.tick(20)
    

    enter image description here