1、复习上节课做的一个简单的动画:
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode([640, 480])
screen.fill([255, 255, 255])
ball = pygame.image.load("beach_ball.png")
x = 0
y = 100
speed = 50
yspeed = 50
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
pygame.draw.rect(screen, [255, 255, 255], [x, y, 90, 90])
x += speed
y += yspeed
if x + 90 > 640:
speed = -speed
if x < 0:
speed = -speed
if y + 90 > 480:
yspeed = -yspeed
if y < 0:
yspeed = -yspeed
screen.blit(ball, [x, y])
pygame.display.flip()
pygame.time.delay(100)
这个程序可以在整个窗口中进行小球动画的演示
2、将之整理成用类来抽象出球及相应运动
现在我们将这里面的小球提取出来,将之包装成一个类,将小球的移动用一个函数move来表达,
那么这个小球首先会有变量image,就是从物理图片中加载入内存的变量,然后应该有一个大小size,还有一个位置point,这两个可以合并为rect(x, y, width, height),还有一个表示左右移动的速度和上下移动的速度speed[x,y]
代码如下:
import pygame
class MyBall:
def __init__(self, image_file, point, speed):
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = point
self.speed = speed
移动的逻辑是:每次移动speed的距离(speed指的是向横移动x,向纵移动y)并更新rect,若到最左边或是最右边,则speed的x方向取反,若到最上边或最下边,speed的y方向取反
代码如下:
size = width, height = 640, 480
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.bottom > height:
self.speed[1] = -self.speed[1]
这样,我们就完成了球的定义和移动的逻辑
下面我们再来进行小球动画跑起来:
1)恢复背景
2)移动球并更新位置
3)在新位置上画出球
4)将球打印到屏幕上
5)延时恰当的时间
代码如下:
def run(ball):
screen.fill([255, 255, 255])
ball.move()
screen.blit(ball.image, ball.rect)
pygame.display.flip()
pygame.time.delay(20)
然后我们将这个类运行起来
size = width, height = 640, 480
screen = pygame.display.set_mode(size)
image_file = "beach_ball.png"
ball = MyBall(image_file, width/2, height/2, [2, 2])
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
run(ball)
3、利用前面抽象出来对象同时动画9个小球:
需改动的代码:
def run(balls):
screen.fill([255, 255, 255])
for ball in balls:
ball.move()
screen.blit(ball.image, ball.rect)
pygame.display.flip()
pygame.time.delay(20)
balls = []
for row in range(3):
for column in range(3):
ball = MyBall(image_file, [180*row+10, 180*column+10], [2, 2])
balls.append(ball)
4利用动画精灵类进行碰撞检测:
动画精灵的基本属性:
1)图像
2)矩形区
让球类继承于动画精灵类,就可以使用spritecollide进行碰撞检测
class MyBall(pygame.sprite.Sprite):
def __init__(self, image_file, point, speed):
pygame.sprite.Sprite.__init__(self)
def run(balls):
screen.fill([255, 255, 255])
for ball in balls:
ball.move()
screen.blit(ball.image, ball.rect)
for ball in balls:
balls.remove(ball)
if pygame.sprite.spritecollide(ball, balls, False):
ball.speed[0] = -ball.speed[0]
ball.speed[1] = -ball.speed[1]
balls.append(ball)
pygame.display.flip()
pygame.time.delay(20)
说明:由于这儿的碰撞检测是检的矩形,所以看到有些没有实际碰到也发生了检测
最后附上课堂上改进后的全部代码:
import pygame, sys
class MyBall(pygame.sprite.Sprite):
def __init__(self, point, speed):
pygame.sprite.Sprite.__init__(self) #####
self.image = pygame.image.load("beach_ball.png")
self.rect = self.image.get_rect()
self.rect.left = point[0]
self.rect.top = point[1]
self.speed = speed
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.right > width or self.rect.left < 0:
self.speed[0] = -self.speed[0]
if self.rect.bottom > height or self.rect.top < 0:
self.speed[1] = -self.speed[1]
screen.blit(self.image, self.rect) # 显示
def peng(self, balls):
balls.remove(self)
if pygame.sprite.spritecollide(self, balls, False):
self.speed[0] = -self.speed[0]
self.speed[1] = -self.speed[1]
balls.append(self)
pygame.init()
size = width,height = 640, 480
screen = pygame.display.set_mode(size)
screen.fill([255, 255, 255])
balls = []
for row in range(3):
for col in range(3):
speed = [2, 2]
point = [row * 180 + 10, col * 180 + 10]
ball = MyBall(point, speed)
balls.append(ball)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.fill([255, 255, 255])
for ball in balls:
ball.move()
for ball in balls:
ball.peng(balls)
pygame.display.flip()
pygame.time.delay(50)
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