1
0

Delete article

Deleted articles cannot be recovered.

Draft of this article would be also deleted.

Are you sure you want to delete this article?

More than 5 years have passed since last update.

Pygame - Platform ゲーム - [12] SpriteSheetを使おう

Last updated at Posted at 2018-11-09

Pygame Platform ゲームを作成 [12]

SpriteSheetを使おう

Tasks

  • imgフォルダにspritesheet_jumper.pngを入れる
  • main.pySpriteSheetクラスを書く
    • get_imageメソッドで画像の大きさを調整(.transform())
  • main.pyGame``load_dataself.spritesheetを足す
  • settings.pySPRITESHEETconstantを作成し、ファイル名を格納
  • sprites.pyにPlayer画像を変更する

プロジェクトストラクチャー

  • project/ -- 全てを入れるフォルダ(ディレクトリ)
    • main.py -- ゲームをスタートするファイル
    • settings.py -- constantを入れておくファイル
    • sprites.py -- PlayerなどのSpriteのコードを書くファイル
    • highscore.txt -- Highscoreを保存するためのテキストファイル
    • img -- 画像ファイル(.pngなど)を入れておくフォルダ
      • spritesheet_jumper.png -- 全ての画像一枚にある
      • spritesheet_jumper.xml -- 書くアニメーションの座標(x, y)と幅(width)と高さ(height)が書いてある
main.py
import pygame as pg
import random
from settings import *
from sprites import *
from os import path

# NEW!!! 
class SpriteSheet:
    def __init__(self, filename):
        """ SpriteSheet専用クラス"""
        self.spritesheet = pg.image.load(filename).convert()

    def get_image(self, x, y, width, height):
        """ spritesheetの中の特定の画像を切り取る """
        image = pg.Surface((width, height))
        # NEW!!! imageに切り取った画像を貼る
        image.blit(self.spritesheet, (0, 0), (x, y, width, height))
        # NEW!!! transformで大きさを変更
        image = pg.transform.scale(image, (width // 2, height // 2))
        return image  # できたimageをreturn する


class Game:
    def __init__(self):
        """ ゲームを初期化 """
        self.running = True
        pg.init()
        pg.mixer.init()
        self.screen = pg.display.set_mode((WIDTH, HEIGHT))
        pg.display.set_caption(TITLE)
        self.clock = pg.time.Clock()
        self.all_sprites = None
        self.platforms = None
        self.playing = False
        self.player = None
        self.score = 0
        self.highscore = 0
        self.dir = None
        # NEW!! 
        self.spritesheet = None

        self.font_name = pg.font.match_font(FONT_NAME)  # FONTを探す
        self.load_data()

    def load_data(self):
        """ HighScoreデータをロード """
        self.dir = path.dirname(__file__)
        # NEW!! imgフォルダへのパス
        img_dir = path.join(self.dir, 'img')
        with open(path.join(self.dir, HS_FILE), 'r') as f:
            try:
                self.highscore = int(f.read())
            except:
                self.highscore = 0
        # spritesheetをロード
        self.spritesheet = SpriteSheet(path.join(img_dir, SPRITESHEET))

    def new(self):
        # ゲームオーバー後のニューゲーム
        self.score = 0
        self.all_sprites = pg.sprite.Group()
        self.platforms = pg.sprite.Group()

        self.player = Player(self)
        self.all_sprites.add(self.player)

        for plat in PLATFORM_LIST:
            p = Platform(*plat)
            self.all_sprites.add(p)
            self.platforms.add(p)
        self.run()

    def run(self):
        # ゲームループ
        self.playing = True
        while self.playing:
            self.clock.tick(FPS)
            self.events()
            self.update()
            self.draw()

    def update(self):
        # アップデート
        self.all_sprites.update()
        # check if player hits a platform - only if falling
        if self.player.vel.y > 0:
            hits = pg.sprite.spritecollide(self.player, self.platforms, False)
            if hits:
                self.player.pos.y = hits[0].rect.top + 1
                self.player.vel.y = 0

        # もしplayerが画面上部1/4に達したら
        if self.player.rect.top <= HEIGHT / 4:
            self.player.pos.y += abs(self.player.vel.y)  # abs = 絶対値を取得
            for plat in self.platforms:
                plat.rect.y += abs(self.player.vel.y)
                # 画面外に行ったplatformを消す
                if plat.rect.top >= HEIGHT:
                    plat.kill()
                    self.score += 10

        # ゲームオーバー
        # 落下を表現
        if self.player.rect.bottom > HEIGHT:
            # 全てのsprite
            for sprite in self.all_sprites:
                sprite.rect.y -= max(self.player.vel.y, 10)  # max値を取得
                if sprite.rect.bottom < 0:  # spriteが画面上部に消えたら
                    sprite.kill()
        if len(self.platforms) == 0:
            self.playing = False

        # 新しいplatform を作成 / 画面には平均的に同じ数のplatform
        while len(self.platforms) < 6:
            width = random.randrange(50, 100)

            p = Platform(random.randrange(0, WIDTH - width),
                         random.randrange(-75, -30),
                         width, 20)
            self.platforms.add(p)
            self.all_sprites.add(p)

    def events(self):
        # イベント
        for event in pg.event.get():
            if event.type == pg.QUIT:
                if self.playing:
                    self.playing = False
                self.running = False
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_SPACE:
                    self.player.jump()

    def draw(self):
        # 描画
        self.screen.fill(BGCOLOR)
        self.all_sprites.draw(self.screen)
        self.draw_text(str(self.score), 22, WHITE, WIDTH / 2, 15)
        pg.display.flip()

    def show_start_screen(self):
        # ゲームスタート画面
        self.screen.fill(BGCOLOR)
        self.draw_text(TITLE, 48, WHITE, WIDTH / 2, HEIGHT / 4)
        self.draw_text("Arrows to move, Space to jump", 22, WHITE, WIDTH / 2,
                       HEIGHT / 2)
        self.draw_text("Press a key to play", 22, WHITE, WIDTH / 2,
                       HEIGHT * 3 / 4)
        self.draw_text("HIGH SCORE: {}".format(str(self.highscore)), 22, WHITE,
                       WIDTH / 2, 15)
        pg.display.flip()
        self.wait_for_key()

    def show_go_screen(self):
        # ゲームオーバー画面
        if not self.running:
            return
        self.screen.fill(BGCOLOR)
        self.draw_text("GAME OVER", 48, WHITE, WIDTH / 2, HEIGHT / 4)
        self.draw_text("Score: {}".format(str(self.score)), 22, WHITE,
                       WIDTH / 2,
                       HEIGHT / 2)
        self.draw_text("Press a key to play again", 22, WHITE, WIDTH / 2,
                       HEIGHT * 3 / 4)
        if self.score > self.highscore:
            self.highscore = self.score
            self.draw_text("NEW HIGH SCORE!", 22, WHITE, WIDTH / 2,
                           HEIGHT / 2 + 40)
            with open(path.join(self.dir, HS_FILE), 'w') as f:
                f.write(str(self.score))
                print("finished writing")
        else:
            self.draw_text("HIGH SCORE: {}".format(str(self.highscore)), 22,
                           WHITE,
                           WIDTH / 2, HEIGHT / 2 + 40)

        pg.display.flip()
        self.wait_for_key()

    def wait_for_key(self):
        waiting = True
        while waiting:
            self.clock.tick(FPS)
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    waiting = False
                    self.running = False
                if event.type == pg.KEYUP:
                    waiting = False

    def draw_text(self, text, size, color, x, y):
        font = pg.font.Font(self.font_name, size)
        text_surface = font.render(text, True, color)
        text_rect = text_surface.get_rect()
        text_rect.midtop = (x, y)
        self.screen.blit(text_surface, text_rect)


g = Game()
g.show_start_screen()
while g.running:
    g.new()
    g.show_go_screen()

pg.quit()



settings.py

# game options/settings
TITLE = "Jumpy!"
WIDTH = 480
HEIGHT = 600
FPS = 60
FONT_NAME = 'arial'
HS_FILE = "highscore.txt"
# NEW!! spritesheetのファイル名
SPRITESHEET = "spritesheet_jumper.png"

# Player properties
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
PLAYER_GRAV = 0.8
PLAYER_JUMP = 20

# Starting platforms
PLATFORM_LIST = [(0, HEIGHT - 40, WIDTH, 40),
                 (WIDTH / 2 - 50, HEIGHT * 3 / 4, 100, 20),
                 (125, HEIGHT - 350, 100, 20),
                 (350, 200, 100, 20),
                 (175, 100, 50, 20)]

# define colors
WHITE = (255, 255, 255)
BLACK = (47, 53, 66)
DARKGREY = (27, 140, 141)
LIGHTGREY = (189, 195, 199)
GREEN = (60, 186, 84)
RED = (219, 50, 54)
YELLOW = (244, 194, 13)
BLUE = (72, 133, 237)
LIGHTBLUE = (41, 128, 185)
BGCOLOR = LIGHTBLUE

sprites.py

# Sprite classes
import pygame as pg
from settings import *

vec = pg.math.Vector2


# noinspection PyArgumentList
class Player(pg.sprite.Sprite):
    def __init__(self, game):
        super().__init__()
        self.game = game
        # NEW!! spritesheetからimageを取得
        self.image = self.game.spritesheet.get_image(614, 1063, 120, 191)
        # NEW!! 背景を消す
        self.image.set_colorkey((0, 0, 0))
        # NEW!! rectを収録
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH / 2, HEIGHT / 2)
        self.pos = vec(WIDTH / 2, HEIGHT / 2)
        self.vel = vec(0, 0)
        self.acc = vec(0, 0)

    def jump(self):
        # jump only if on a platform
        self.rect.y += 1
        hits = pg.sprite.spritecollide(self, self.game.platforms, False)
        self.rect.y -= 1
        if hits:
            self.vel.y = -PLAYER_JUMP

    def update(self):
        # 重力の設定
        self.acc = vec(0, PLAYER_GRAV)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC

        # 摩擦を計算
        self.acc.x += self.vel.x * PLAYER_FRICTION
        # Velocity に Accelerationを足す
        self.vel += self.acc
        # Position に Velocity を足す
        self.pos += self.vel + 0.5 * self.acc

        # Check Edges
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH

        # 現在の位置に Positionを設定
        self.rect.midbottom = self.pos


class Platform(pg.sprite.Sprite):
    def __init__(self, x, y, w, h):
        super().__init__()
        self.image = pg.Surface((w, h))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

:link: Links :link:

Github platformer

Pygame - Platform ゲーム - [11]

Pygame - Platform ゲーム - [10]

Pygame - Platform ゲーム - [9]

Pygame - Platform ゲーム - [8]

Pygame - Platform ゲーム - [7]

Pygame - Platform ゲーム - [6]

Pygame - Platform ゲーム - [5]

Pygame - Platform ゲーム - [4]

Pygame - Platform ゲーム - [3]

Pygame - Platform ゲーム - [2]

Pygame - Platform ゲーム - [1]

1
0
0

Register as a new user and use Qiita more conveniently

  1. You get articles that match your needs
  2. You can efficiently read back useful information
  3. You can use dark theme
What you can do with signing up
1
0

Delete article

Deleted articles cannot be recovered.

Draft of this article would be also deleted.

Are you sure you want to delete this article?