Pygame:翻转时奇怪的精灵偏移?

时间:2013-12-15 21:10:52

标签: python animation pygame

我正在开发基于马里奥的跑酷/自由运动游戏。当我向左移动时,问题出现了,马里奥的精灵在向左转动时向后推几个像素。所以相对于精灵的矩形,图像离它碰撞的墙几个像素。

我在矩形周围画了一个红色框来表示我的意思:

enter image description here

我不确定发生了什么,我正在为动画使用精灵表,当向左跑时,它会加载相应的帧图像然后翻转它。所以我需要创建一个全新的向左跑或什么?我很难过。

很抱歉,如果这个问题描述性不够,我就很难对此进行描述..

以下是代码和所有文件的链接:

import pygame
from pygame.locals import *
from collections import namedtuple

pygame.init()
screen=pygame.display.set_mode((640,480))
stand=pygame.image.load('images/stand.png').convert();stand.set_colorkey((255,255,255))
run_strip=pygame.image.load('images/run_strip.png').convert();run_strip.set_colorkey((255,255,255))
block1=pygame.image.load('images/block1.png')
p1=stand
clock=pygame.time.Clock()
px=0
py=30
f=8
direct=0
Move = namedtuple('Move', ['up', 'left', 'right'])
move = Move(0,0,0)
max_gravity = 100

def spr_fromsheet(spriteLocX, spriteLocY, spriteSizeX, spriteSizeY, sheetName):

    sheet = sheetName

    sprite = sheet.subsurface(pygame.Rect(spriteLocX, spriteLocY, spriteSizeX, spriteSizeY)) #grabs the sprite at this location

    return sprite
rectexample=pygame.image.load('images/mariomask.png')
class Player(object):
    sprite=rectexample
    def __init__(self, x, y):
        self.rect = self.sprite.get_rect(centery=y, centerx=x)
        # indicates that we are standing on the ground
        # and thus are "allowed" to jump
        self.on_ground = True
        self.xvel = 0
        self.yvel = 0
        self.jump_speed = 5
        self.move_speed = 2

    def update(self, move, blocks):
        # check if we can jump 
        if move.up and self.on_ground:
            self.yvel -= self.jump_speed

        # simple left/right movement
        if move.left:
                self.xvel = -self.move_speed
        if move.right:
                self.xvel = self.move_speed

        # if in the air, fall down
        if not self.on_ground:
            self.yvel += 0.3
            # but not too fast
            if self.yvel > max_gravity: self.yvel = max_gravity

        # if no left/right movement, x speed is 0, of course
        if not (move.left or move.right):
            self.xvel = 0

        # move horizontal, and check for horizontal collisions
        self.rect.left += self.xvel
        self.collide(self.xvel, 0, blocks)

        # move vertically, and check for vertical collisions
        self.rect.top += self.yvel
        self.on_ground = False;
        self.collide(0, self.yvel, blocks)

    def collide(self, xvel, yvel, blocks):
        # all blocks that we collide with
        for block in [blocks[i] for i in self.rect.collidelistall(blocks)]:

            # if xvel is > 0, we know our right side bumped 
            # into the left side of a block etc.
            if xvel > 0:
                    self.rect.right = block.rect.left
            if xvel < 0:
                    self.rect.left = block.rect.right

            # if yvel > 0, we are falling, so if a collision happpens 
            # we know we hit the ground (remember, we seperated checking for
            # horizontal and vertical collision, so if yvel != 0, xvel is 0)
            if yvel > 0:
                self.rect.bottom = block.rect.top
                self.on_ground = True
                self.yvel = 0
            # if yvel < 0 and a collision occurs, we bumped our head
            # on a block above us
            if yvel < 0: self.rect.top = block.rect.bottom

class Block(object):
    def __init__(self,x,y,sprite):
        self.x=x
        self.y=y
        self.sprite=sprite
        self.rect=self.sprite.get_rect(x=self.x,y=self.y)

blocks=[]
player=Player(40,40)
while True:
    screen.fill((15,20,150))
    key=pygame.key.get_pressed()
    move = Move(key[K_w], key[K_a], key[K_d])

    if key[K_d]:
        direct=0
        try:
            p1=spr_fromsheet(f,0,28,37,run_strip)
            f+=40
        except:
            f=8
    elif key[K_a]:
        direct=1
        try:
            p1=spr_fromsheet(f,0,28,37,run_strip)
            p1=pygame.transform.flip(p1,1,0)
            f+=40
        except:
            f=8
    else:
        if direct==0:
            p1=stand
        else:
            p1=pygame.transform.flip(stand,1,0)

    for e in pygame.event.get():
        if e.type==QUIT:
            exit()
        if e.type==MOUSEBUTTONUP:
            if e.button==1:
                blocks.append(Block((pygame.mouse.get_pos()[0]/16)*16,(pygame.mouse.get_pos()[1]/16)*16,block1))
            if e.button==3:
                player=Player((pygame.mouse.get_pos()[0]/16)*16,(pygame.mouse.get_pos()[1]/16)*16)

    for b in blocks:
        screen.blit(b.sprite,b.rect)
    player.update(move,blocks)
    screen.blit(p1,player.rect)
    clock.tick(60)
    pygame.draw.rect(screen, (255,0,0), player.rect, 1)
    pygame.display.update()

档案:http://host-a.net/u/PlanetForgeGame/game.zip

1 个答案:

答案 0 :(得分:2)

我对你的代码看起来并不太远,但我认为你的问题与图片有关,如果你知道我的意思,那么这些图片不会在最后一个“重要像素”的位置结束。例如,如果X是彩色像素而O是白色,那么

OOOXXXXX
OOOXXXXX
OOOXXXXX

而不是

XXXXXX
XXXXXX
XXXXXX

我希望这是有道理的。