Проблема отображение изображения в pygame
Код лабиринта с жёлтым квадратом
import os
import random
import pygame
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WIDTH = 800
HEIGHT = 600
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, 'img')
class Player(object):
def __init__(self):
self.rect = pygame.Rect(32, 32, 16, 16)
def move(self, dx, dy):
# Move each axis separately. Note that this checks for collisions both times.
if dx != 0:
self.move_single_axis(dx, 0)
if dy != 0:
self.move_single_axis(0, dy)
def move_single_axis(self, dx, dy):
# Move the rect
self.rect.x += dx
self.rect.y += dy
# If you collide with a wall, move out based on velocity
for wall in walls:
if self.rect.colliderect(wall.rect):
if dx > 0: # Moving right; Hit the left side of the wall
self.rect.right = wall.rect.left
if dx < 0: # Moving left; Hit the right side of the wall
self.rect.left = wall.rect.right
if dy > 0: # Moving down; Hit the top side of the wall
self.rect.bottom = wall.rect.top
if dy < 0: # Moving up; Hit the bottom side of the wall
self.rect.top = wall.rect.bottom
# Nice class to hold a wall rect
class Wall(object):
def __init__(self, pos):
walls.append(self)
self.rect = pygame.Rect(pos[0], pos[1], 16, 16)
# Initialise pygame
os.environ["SDL_VIDEO_CENTERED"] = "1"
pygame.init()
# Set up the display
pygame.display.set_caption("Ainel")
screen = pygame.display.set_mode(WIDTH, HEIGHT)
clock = pygame.time.Clock()
walls = [] # List to hold the walls
player = Player() # Create the player
# Holds the level layout in a list of strings.
level = [
"WWWWWWWWWWWWWWWWWWWWWWWW",
"W W",
"W WWWWWW W",
"W WWWW W WWW W",
"W W WWWW W",
"W WWW WWWW WWWWWWW",
"W W W W W",
"W W W WWW WW",
"W WWW WWW W W W",
"W W W W W WWWW W",
"WWW W WWWWW W WWWW",
"W W WW W",
"W W WWWW WWW WWW W",
"W W E W W",
"WWWWWWWWWWWWWWWWWWWWWWWW",
]
# Parse the level string above. W = wall, E = exit
x = y = 0
for row in level:
for col in row:
if col == "W":
Wall((x, y))
if col == "E":
end_rect = pygame.Rect(x, y, 16, 16)
x += 16
y += 16
x = 0
running = True
while running:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
running = False
# Move the player if an arrow key is pressed
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
player.move(-2, 0)
if key[pygame.K_RIGHT]:
player.move(2, 0)
if key[pygame.K_UP]:
player.move(0, -2)
if key[pygame.K_DOWN]:
player.move(0, 2)
# Just added this to make it slightly fun ;)
if player.rect.colliderect(end_rect):
raise SystemExit
# Draw the scene
screen.fill((0, 0, 0))
for wall in walls:
pygame.draw.rect(screen, (255, 255, 255), wall.rect)
pygame.draw.rect(screen, (255, 0, 0), end_rect)
pygame.draw.rect(screen, (255, 200, 0), player.rect)
pygame.display.flip()
Код игрока с изображением
import pygame
import random
from pygame.locals import (
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
)
# Задаем цвета
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("player.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -1)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 1)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-1, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(1, 0)
# Keep player on the screen
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
# Initialize pygame
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
player = Player()
running = True
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
# Get all the keys currently pressed
pressed_keys = pygame.key.get_pressed()
# Update the player sprite based on user keypresses
player.update(pressed_keys)
# Fill the screen with black
screen.fill((0, 0, 0))
# Draw the player on the screen
screen.blit(player.surf, player.rect)
# Update the display
pygame.display.flip()
Я пытался заменить жёлтый квадрат изображением, но ничего не получалось. Жёлтый квадрат не изменялся.
Вот изменённый код
import os
import random
import pygame
from pygame.locals import (
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WIDTH = 800
HEIGHT = 600
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, 'img')
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("player.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
self.rect = pygame.Rect(32, 32, 16, 16)
def move(self, dx, dy):
# Move each axis separately. Note that this checks for collisions both times.
if dx != 0:
self.move_single_axis(dx, 0)
if dy != 0:
self.move_single_axis(0, dy)
def move_single_axis(self, dx, dy):
# Move the rect
self.rect.x += dx
self.rect.y += dy
# If you collide with a wall, move out based on velocity
for wall in walls:
if self.rect.colliderect(wall.rect):
if dx > 0: # Moving right; Hit the left side of the wall
self.rect.right = wall.rect.left
if dx < 0: # Moving left; Hit the right side of the wall
self.rect.left = wall.rect.right
if dy > 0: # Moving down; Hit the top side of the wall
self.rect.bottom = wall.rect.top
if dy < 0: # Moving up; Hit the bottom side of the wall
self.rect.top = wall.rect.bottom
# Nice class to hold a wall rect
class Wall(object):
def __init__(self, pos):
walls.append(self)
self.rect = pygame.Rect(pos[0], pos[1], 16, 16)
# Initialise pygame
os.environ["SDL_VIDEO_CENTERED"] = "1"
pygame.init()
# Set up the display
pygame.display.set_caption("Ainel")
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
walls = [] # List to hold the walls
player = Player() # Create the player
# Holds the level layout in a list of strings.
level = [
"WWWWWWWWWWWWWWWWWWWWWWWW",
"W W",
"W WWWWWW W",
"W WWWW W WWW W",
"W W WWWW W",
"W WWW WWWW WWWWWWW",
"W W W W W",
"W W W WWW WW",
"W WWW WWW W W W",
"W W W W W WWWW W",
"WWW W WWWWW W WWWW",
"W W WW W",
"W W WWWW WWW WWW W",
"W W E W W",
"WWWWWWWWWWWWWWWWWWWWWWWW",
]
# Parse the level string above. W = wall, E = exit
x = y = 0
for row in level:
for col in row:
if col == "W":
Wall((x, y))
if col == "E":
end_rect = pygame.Rect(x, y, 16, 16)
x += 16
y += 16
x = 0
running = True
while running:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
running = False
# Move the player if an arrow key is pressed
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
player.move(-2, 0)
if key[pygame.K_RIGHT]:
player.move(2, 0)
if key[pygame.K_UP]:
player.move(0, -2)
if key[pygame.K_DOWN]:
player.move(0, 2)
# Just added this to make it slightly fun ;)
if player.rect.colliderect(end_rect):
raise SystemExit
screen.blit(player.surf, player.rect)
# Draw the scene
screen.fill((0, 0, 0))
for wall in walls:
pygame.draw.rect(screen, (255, 255, 255), wall.rect)
pygame.draw.rect(screen, (255, 0, 0), end_rect)
pygame.draw.rect(screen, (255, 200, 0), player.rect)
pygame.display.flip()
