Почему мои спрайты Goku не загружают мое левое и правое изображения, которые выглядят правильно, но мои другие не играют в движении? Миан пытается выполнить sh, чтобы изображения моих персонажей работали корректно в движении. Ниже приведен код со ссылкой на полное описание кода:
https://pastebin.com/umMJHNQj
import pygame
pygame.init()#We always need to initialize our pygame IN EVERY PROJECT/FILE
win = pygame.display.set_mode((500, 480))# Here win is representing "window" for our screen which we have set at 500 by 480
pygame.display.set_caption("First Game")#We are giving our Window/Screen a name
walkRight = [pygame.image.load('image/gokuR0.png'), pygame.image.load('image/gokutest2.png'), pygame.image.load('image/gokuR2.png')]
walkLeft = [pygame.image.load('image/gokuL0.png'), pygame.image.load('image/gokutest.png'), pygame.image.load('image/gokuL2.png')]
bg = pygame.image.load('image/bg.jpg')
char = pygame.image.load('image/goku sprite - standing.png')
clock = pygame.time.Clock()
class player():
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 10
self.standing = False
Здесь я пытался изменить код, но пока безрезультатно.
def draw(self, win):
if self.walkCount + 1 >= 8:
self.walkCount = 0
if not self.standing:
if self.left:
win.blit(walkLeft[self.walkCount // 100], (self.x, self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount // 100], (self.x, self.y))
self.walkCount += 1
else:
if self.right:
win.blit(walkRight[0], (self.x, self.y))
else:
win.blit(walkLeft[0], (self.x, self.y))
pygame.display.flip()
print(walkLeft)
print(walkRight)
class projectile():
def __init__(self, x, y, radius, color, facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self, win):
pygame.draw.circle(win, self.color, (self.x, self.y), self.radius)
Все эти изображения работают правильно, но, похоже, мои главные герои не могут получить их изображения для правильной работы в движении
class enemy():
walkRight = [pygame.image.load("image/R1E.png"), pygame.image.load("image/R2E.png"), pygame.image.load("image/R3E.png"), pygame.image.load("image/R4E.png"), pygame.image.load("image/R5E.png"), pygame.image.load("image/R6E.png"), pygame.image.load("image/R7E.png"), pygame.image.load("image/R8E.png"), pygame.image.load("image/R9E.png"), pygame.image.load("image/R10E.png"), pygame.image.load("image/R11E.png")]
walkLeft = [pygame.image.load("image/L1E.png"), pygame.image.load("image/L2E.png"), pygame.image.load("image/L3E.png"), pygame.image.load("image/L4E.png"), pygame.image.load("image/L5E.png"), pygame.image.load("image/L6E.png"), pygame.image.load("image/L7E.png"), pygame.image.load("image/L8E.png"), pygame.image.load("image/L9E.png"), pygame.image.load("image/L10E.png"), pygame.image.load("image/L11E.png")]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.walkcount = 0
self.vel = 3
def draw(self,win):
self.move()
if self.walkcount + 1 >= 33:
self.walkcount = 0
if self.vel > 0:
win.blit(self.walkRight[self.walkcount // 3], (self.x, self.y))
self.walkcount += 1
else:
win.blit(self.walkLeft[self.walkcount // 3], (self.x, self.y))
self.walkcount += 1
print(walkLeft)
def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkcount = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkcount = 0
def redrawGameWindow():
win.blit(bg, (0, 0))
goblin.draw(win)
man.draw(win)
for bullet in bullets:
bullet.draw(win)
pygame.display.update()
# mainloop
man = player(200, 400, 85, 85)
goblin = enemy(100, 400, 64, 64, 450)
bullets = []
run = True
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.x < 500 and bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 5:
bullets.append(
projectile(round(man.x + man.width // 2), round(man.y + man.height // 2), 6, (0, 0, 0), facing))
if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.walkCount = 0
if not (man.isJump):
if keys[pygame.K_UP]:
man.isJump = True
man.right = False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -10:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10
redrawGameWindow()
pygame.quit()