如何在Pygame中翻转图像,我的代码遇到问题?

1 投票
2 回答
5975 浏览
提问于 2025-04-17 15:46

我在使用pygame的时候遇到了一些麻烦,我可以让角色向右移动,但我想让角色在按左键的时候翻转过来。
我查了一下怎么翻转图片,发现了一个叫pygame.transform.flip的东西,但作为一个pygame的新手,我不太确定该怎么用,而且教程对我来说有点难懂。
有没有人能帮我看看下面的代码(我不确定我把self.img1放在翻转的地方对不对)?

import pygame, sys, glob 
from pygame import *

class Player:
    def __init__(self):      
        self.x = 200     
        self.y = 300   
        self.ani_speed_init = 6
        self.ani_speed = self.ani_speed_init 
        self.ani = glob.glob("walk\Pinks_w*.png")
        self.ani.sort() 
        self.ani_pos = 0
        self.ani_max = len(self.ani)-1
        self.img = pygame.image.load(self.ani[0])
        self.img1 = pygame.transform.flip(self.ani[0], True, False)

        self.update(0)

    def update(self, pos):
        if pos != 0: 
            self.ani_speed-=1
            self.x+=pos
            if self.ani_speed == 0:
                self.img = pygame.image.load(self.ani[self.ani_pos])
                self.ani_speed = self.ani_speed_init
                if self.ani_pos == self.ani_max:
                    self.ani_pos = 0
                else:
                    self.ani_pos+=1
        screen.blit(self.img,(self.x,self.y))

h = 400
w = 800
screen = pygame.display.set_mode((w,h))
clock = pygame.time.Clock()
player1 = Player()
pos = 0

while True:
    screen.fill((0,0,0))
    clock.tick(60)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == KEYDOWN and event.key == K_RIGHT:
            pos = 1
        elif event.type == KEYUP and event.key == K_RIGHT:
            pos = 0
        elif event.type == KEYDOWN and event.key == K_LEFT:
            pos = -1
        elif event.type == KEYUP and event.key == K_LEFT:
            pos = 0

    player1.update(pos)

    pygame.display.update()

2 个回答

2

要进行翻转,你可以这样做:

# input
if event.type == KEYDOWN:
    if event.key == K_RIGHT:
        flip_x = True
    elif event.key == K_LEFT:
        flip_x = False
    elif event.key == K_UP:
        flip_y = True
    elif event.key == K_DOWN:
        flip_y = False

# then to flip
new_image = pygame.transform.flip(original_image, flip_x, flip_y)
1

你的 Player 类写得不太好,名字不太容易理解。
在我修改的版本中,我只改了名字,并且增加了对 pos 值的检查,如果需要的话会进行翻转。所以,你可能需要调整一下检查的条件,以获得想要的结果。

对了,你没有使用 pygame.Sprite,所以这里提到的“精灵”这个词可能会让人误解。

这是我修改后的 Player 类:

class Player:
    def __init__(self):      
        self.x = 200  
        self.y = 300   
        self.speed_init = 6
        self.images = [pygame.image.load(img) for img in glob.glob("walk\Pinks_w*.png")]
        self.index = 0
        self.max_index = len(self.images)-1
        self.speed = 0
        self.img = self.images[self.index]

    def update(self, pos):
        if pos != 0:
            self.speed -= 1
            self.x += pos
            if not self.speed:
                self.speed = self.speed_init
                if self.index < self.max_index:
                    self.index += 1
                else:
                    self.index = 0
            self.img = self.images[self.index]
        # change True to False if needed, or change the operator.
        if pos > 0:
            self.img = pygame.transform.flip(self.img,True,False)
        screen.blit(self.img,(self.x,self.y))

更新
update 函数有个小问题。问题在于速度一直是固定的,并且不为 0,所以 if not self.speed: 这个判断没有起作用。因此,把 update 函数改成这样:

def update(self, pos):
    if pos != 0:
        self.speed -= 1
        self.x += pos
        # no more self.speed checks
        if self.index < self.max_index:
            self.index += 1
        else:
            self.index = 0
        self.img = self.images[self.index]
    # change True to False if needed, or change the operator.
    if pos < 0:
        self.img = pygame.transform.flip(self.img,True,False)
    screen.blit(self.img,(self.x,self.y))

更新 2
看起来你的代码里有一些拼写错误,
这是我修改后的代码,完整的内容。

import pygame, sys, glob 
from pygame import *

class Player:
    def __init__(self):      
        self.x = 200  
        self.y = 300   
        self.speed_init = 6
        self.images = [pygame.image.load(img) for img in glob.glob("walk\Pinks_w*.png")]
        self.index = 0
        self.max_index = len(self.images)-1
        self.speed = 0
        self.img = self.images[self.index]
        print self.max_index

    def update(self, pos):
        if pos != 0:
            self.speed -= 1
            self.x += pos
            print self.index, self.max_index
            if self.index < self.max_index:
                self.index += 1
            else:
                self.index = 0
            self.img = self.images[self.index]
        # change True to False if needed, or change the operator.
        if pos < 0:
            self.img = pygame.transform.flip(self.img,True,False)
        screen.blit(self.img,(self.x,self.y))

h = 400
w = 800
screen = pygame.display.set_mode((w,h))
clock = pygame.time.Clock()
player1 = Player()
pos = 0

while True:
    screen.fill((0,0,0))
    clock.tick(20)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == KEYDOWN and event.key == K_RIGHT:
            pos = 2
        elif event.type == KEYUP and event.key == K_RIGHT:
            pos = 0
        elif event.type == KEYDOWN and event.key == K_LEFT:
            pos = -2
        elif event.type == KEYUP and event.key == K_LEFT:
            pos = 0

    player1.update(pos)

    pygame.display.update()

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