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import pygame
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from support import import_folder
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from random import choice
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class AnimationPlayer:
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def __init__(self):
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self.frames = {
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# 魔法效果
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# 导入火焰动画帧
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'flame': import_folder('../graphics/particles/flame/frames'),
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# 导入光环动画
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'aura': import_folder('../graphics/particles/aura'),
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# 导入治疗动画帧
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'heal': import_folder('../graphics/particles/heal/frames'),
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# 攻击效果
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# 导入爪击动画
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'claw': import_folder('../graphics/particles/claw'),
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# 导入斩击动画
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'slash': import_folder('../graphics/particles/slash'),
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# 导入闪光动画
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'sparkle': import_folder('../graphics/particles/sparkle'),
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# 导入叶子攻击动画
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'leaf_attack': import_folder('../graphics/particles/leaf_attack'),
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# 导入雷电动画
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'thunder': import_folder('../graphics/particles/thunder'),
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# 怪物死亡效果
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# 导入乌贼死亡效果动画
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'squid': import_folder('../graphics/particles/smoke_orange'),
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# 导入浣熊死亡效果动画
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'raccoon': import_folder('../graphics/particles/raccoon'),
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# 导入幽灵死亡效果动画
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'spirit': import_folder('../graphics/particles/nova'),
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# 导入竹子死亡效果动画
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'bamboo': import_folder('../graphics/particles/bamboo'),
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# 叶子效果
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'leaf': (
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# 导入叶子动画帧
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import_folder('../graphics/particles/leaf1'),
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import_folder('../graphics/particles/leaf2'),
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import_folder('../graphics/particles/leaf3'),
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import_folder('../graphics/particles/leaf4'),
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import_folder('../graphics/particles/leaf5'),
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import_folder('../graphics/particles/leaf6'),
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# 反射叶子动画帧
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self.reflect_images(import_folder('../graphics/particles/leaf1')),
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self.reflect_images(import_folder('../graphics/particles/leaf2')),
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self.reflect_images(import_folder('../graphics/particles/leaf3')),
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self.reflect_images(import_folder('../graphics/particles/leaf4')),
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self.reflect_images(import_folder('../graphics/particles/leaf5')),
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self.reflect_images(import_folder('../graphics/particles/leaf6'))
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)
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}
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def reflect_images(self,frames):
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# 创建一个新的空列表来存储翻转后的图像帧
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new_frames = []
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# 对输入的每个图像帧进行处理
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for frame in frames:
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# 使用pygame.transform.flip函数进行水平翻转
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flipped_frame = pygame.transform.flip(frame,True,False)
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# 将翻转后的帧添加到新的列表中
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new_frames.append(flipped_frame)
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# 返回翻转后的图像帧列表
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return new_frames
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def create_grass_particles(self,pos,groups):
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# 从'leaf'类型的动画帧中随机选择一个动画帧序列
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animation_frames = choice(self.frames['leaf'])
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# 创建一个ParticleEffect对象,使用选择的动画帧序列和指定位置
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ParticleEffect(pos,animation_frames,groups)
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def create_particles(self,animation_type,pos,groups):
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# 根据指定的动画类型从self.frames中获取相应的动画帧序列
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animation_frames = self.frames[animation_type]
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# 创建一个ParticleEffect对象,使用指定的动画帧序列和位置,并将其添加到指定的精灵组中
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ParticleEffect(pos,animation_frames,groups)
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class ParticleEffect(pygame.sprite.Sprite):
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def __init__(self,pos,animation_frames,groups):
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super().__init__(groups)
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# 粒子类型为'magic'
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self.sprite_type = 'magic'
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# 当前帧的索引
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self.frame_index = 0
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# 动画播放速度
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self.animation_speed = 0.15
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# 粒子效果的动画帧序列
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self.frames = animation_frames
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# 当前显示的图像帧
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self.image = self.frames[self.frame_index]
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# 图像帧的矩形边界
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self.rect = self.image.get_rect(center = pos)
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def animate(self):
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# 更新帧索引以播放动画
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self.frame_index += self.animation_speed
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# 如果帧索引超过了动画帧序列的长度,则销毁粒子效果
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if self.frame_index >= len(self.frames):
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self.kill()
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# 否则,更新当前显示的图像帧
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else:
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self.image = self.frames[int(self.frame_index)]
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def update(self):
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# 调用animate方法更新粒子效果的动画
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self.animate()
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