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