pygame精灵类实现房子爆炸效果

# coding=utf8
import random
import pygame
from pygame.locals import *
from cStringIO import StringIO
from PIL import Image
from random import randint as rint class MySprite(pygame.sprite.Sprite): def __init__(self):
pygame.sprite.Sprite.__init__(self) # extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0, 0.0) # X property
def _getx(self): return self.rect.x def _setx(self, value): self.rect.x = value
X = property(_getx, _setx) # Y property
def _gety(self): return self.rect.y def _sety(self, value): self.rect.y = value
Y = property(_gety, _sety) # position property
def _getpos(self): return self.rect.topleft def _setpos(self, pos): self.rect.topleft = pos
position = property(_getpos, _setpos) def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1 def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time # build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect) # Point class class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y # X property
def getx(self): return self.__x def setx(self, x): self.__x = x
x = property(getx, setx) # Y property
def gety(self): return self.__y def sety(self, y): self.__y = y
y = property(gety, sety) def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}" pygame.init()
screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption("SimpleSample")
timer = pygame.time.Clock()
flame_group = pygame.sprite.Group() def cropimg(image, region):
img = Image.open(image)
# region = (64, 0, 192, 95)
cropImg = img.crop(region)
imgBuf = StringIO(cropImg.tobytes())
imgx = pygame.image.frombuffer(
imgBuf.getvalue(), (region[2] - region[0], region[3] - region[1]), "RGBA")
return imgx img = r'resources/images/map.png'
region = (0, 97, 160, 223)
imgx = cropimg(img, region) boomnum = 0
while True:
boomnum += 1
if boomnum % 13 == 1:
flame = MySprite()
flame.load("resources/images/flame.png", 64, 64, 4)
flame.position = rint(150, 300), rint(150, 300)
flame_group.add(flame)
elif boomnum > 130:
flame_group.remove(flame)
print boomnum
timer.tick(60)
ticks = pygame.time.get_ticks()
screen.fill((50, 205, 50))
screen.blit(imgx, (200, 200))
# draw sprite
flame_group.update(ticks)
flame_group.draw(screen)
pygame.display.update() for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
key = pygame.key.get_pressed()
if key[pygame.K_ESCAPE]:
exit()


pygame精灵类实现房子爆炸效果

pygame精灵类实现房子爆炸效果

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