import random
import pygame as pg
PLAYER_IMG = pg.Surface((30, 50))
PLAYER_IMG.fill(pg.Color('dodgerblue1'))
TRIANGLE_IMG = pg.Surface((50, 50), pg.SRCALPHA)
pg.draw.polygon(TRIANGLE_IMG, (240, 120, 0), [(0, 50), (25, 0), (50, 50)])
class Player(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = PLAYER_IMG
self.rect = self.image.get_rect(center=pos)
# The sprite will be added to this layer in the LayeredUpdates group.
self._layer = self.rect.bottom
class Triangle(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = TRIANGLE_IMG
self.rect = self.image.get_rect(center=pos)
# The sprite will be added to this layer in the LayeredUpdates group.
self._layer = self.rect.bottom
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.LayeredUpdates()
player = Player((50, 80))
all_sprites.add(player)
for _ in range(20):
all_sprites.add(Triangle((random.randrange(600), random.randrange(440))))
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
keys = pg.key.get_pressed()
if keys[pg.K_d]:
player.rect.x += 5
if keys[pg.K_a]:
player.rect.x -= 5
if keys[pg.K_w]:
player.rect.y -= 5
if keys[pg.K_s]:
player.rect.y += 5
# If any of the wasd keys are pressed, change the layer.
if any((keys[pg.K_w], keys[pg.K_a], keys[pg.K_s], keys[pg.K_d])):
# Set the layer of the player sprite to its rect.bottom position.
all_sprites.change_layer(player, player.rect.bottom)
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
给对象一个} 方法,将组中精灵的层设置为当前的
self._layer
属性,并将其设置为self.rect.bottom
坐标。具有较高层数的精灵会出现在编号较低的精灵上方。当玩家移动时,可以调用LayeredUpdates
组的^{rect.bottom
位置。下面是一个完整的例子:您可以找到
LayeredUpdates
here的工作示例。在注意pygame的文档是错误的:你的精灵需要一个
_layer
属性,而不是layer
。在要真正改变sprite的层,必须使用} 或{a3}。在
LayeredUpdates
的函数,比如^{相关问题 更多 >
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