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Pygame - Platform ゲーム - [13] Animationを作ろう

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Pygame Platform ゲームを作成 [13]

Animationを作ろう

Tasks

  • Playerクラスにload_images()メソッドを準備
    • spritesheet_jumper.pngにある歩いている画像をロード
  • 切り取られた画像をstading_frames walk_frames_r
    walk_frames_lに格納
  • Playerクラスにanimate()メソッドを準備

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
sprites.py

# Sprite classes
import pygame as pg
from settings import *

vec = pg.math.Vector2


class Player(pg.sprite.Sprite):
    def __init__(self, game):
        super().__init__()
        self.game = game
        self.walking = False
        self.jumping = False
        self.standing_frames = []
        self.walk_frames_r = []
        self.walk_frames_l = []
        self.jump_frame = []
        self.load_images()
        self.current_frame = 0  # to keep track of animation frame
        self.last_update = 0  # to keep time of animation
        self.image = self.standing_frames[0]
        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 load_images(self):
        """アニメーションのフレーム画像をロード"""
        # NEW!!!
        # 立っているときのフレーム
        self.standing_frames = [
            self.game.spritesheet.get_image(614, 1063, 120, 191),
            self.game.spritesheet.get_image(690, 406, 120, 201),
        ]
        # 個々のフレーム画像の背景を消す
        for frame in self.standing_frames:
            frame.set_colorkey((0, 0, 0))
        # NEW!!!
        # 右を向いて歩いているときのフレーム
        self.walk_frames_r = [
            self.game.spritesheet.get_image(678, 860, 120, 201),
            self.game.spritesheet.get_image(692, 1458, 120, 207),
        ]
        # 個々のフレーム画像の背景を消す
        for frame in self.walk_frames_r:
            frame.set_colorkey((0, 0, 0))
        # NEW!!!
        # 左を向いて歩いているときのフレーム
        self.walk_frames_l = []

        # 個々のフレーム画像の背景を消す
        for frame in self.walk_frames_r:
            frame.set_colorkey((0, 0, 0))
            self.walk_frames_l.append(pg.transform.flip(frame, True, False))

        # NEW!!!
        # jumpしているときのフレーム
        self.jump_frame = self.game.spritesheet.get_image(382, 763, 150, 181)
        self.jump_frame.set_colorkey((0, 0, 0))

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

    def update(self):
        self.animate()
        # 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

        # 微かな動きを止める
        if abs(self.vel.x) < 0.1:
            self.vel.x = 0

        # Position に Velocity を足す
        self.pos += self.vel + 0.5 * self.acc

        # Check Edges
        if self.pos.x > WIDTH + self.rect.width / 2:
            self.pos.x = 0 - self.rect.width / 2
        if self.pos.x < 0 - self.rect.width / 2:
            self.pos.x = WIDTH + self.rect.width / 2

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

    # NEW!!!
    def animate(self):
        """アニメーション"""
        now = pg.time.get_ticks()  # 現在のtick(時間)を取得
        if self.vel.x != 0:
            self.walking = True
        else:
            self.walking = False

        # 歩くアニメーション
        if self.walking:
            if now - self.last_update > 200:
                self.last_update = now
                self.current_frame = (self.current_frame + 1) % len(
                    self.walk_frames_l)  # フレーム画像の配列番号を計算
                bottom = self.rect.bottom
                if self.vel.x > 0:
                    self.image = self.walk_frames_r[self.current_frame]
                else:
                    self.image = self.walk_frames_l[self.current_frame]
                self.rect = self.image.get_rect()
                self.rect.bottom = bottom

        # NEW!!!
        # アイドルアニメーション
        if not self.jumping and not self.walking:
            if now - self.last_update > 350:  # 現在と最後にupdateした時間を比較
                self.last_update = now  # もしそうだったらlast_updateをnow(現在)に設定
                self.current_frame = (self.current_frame + 1) % len(
                    self.standing_frames)  # フレーム画像の配列番号を計算
                bottom = self.rect.bottom  # フレームごとにimageのサイズが変更になるかもしれないから
                # 地面に必ず足がついているように画像が変更になる前のbottom を取得
                self.image = self.standing_frames[
                    self.current_frame]  # imageを計算したフレームに画像に変更
                self.rect = self.image.get_rect()  # rectを新たに取得
                self.rect.bottom = bottom  # rectのbottomを更新


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
main.py
import pygame as pg
import random
from settings import *
from sprites import *
from os import path


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))
        image.blit(self.spritesheet, (0, 0), (x, y, width, height))
        image = pg.transform.scale(image, (width // 2, height // 2))
        return image


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
        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__)
        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"
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

:link: Links :link:

Github platformer

Pygame - Platform ゲーム - [12]

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]

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