Pygame Player State Management: Switching Between Animation States
To switch between different states of the player, you can use a variable to keep track of the current state and then render the corresponding image based on that state.
Here's an example of how you can implement it:
class Player:
def __init__(self, game):
self.game = game
self.pos = (0, 0)
self.state = 'standing' # Initial state
self.assets = {
'standing': load_image('picture/player/player_standing.png'),
'holding': load_image('picture/player/player_holding.png'),
'shooting': load_image('picture/player/player_shooting.png')
}
def switch_state(self, new_state):
self.state = new_state
def render(self, surf):
surf.blit(self.assets[self.state], self.pos)
In the above example, the Player class has a state attribute that represents the current state of the player. The switch_state method allows you to change the state of the player.
When rendering the player, the render method retrieves the corresponding image from the assets dictionary based on the current state and blits it onto the surface.
To switch states, you can call the switch_state method with the desired state as an argument. For example:
player = Player(game)
player.switch_state('holding')
This will change the state of the player to 'holding', and the next time the render method is called, it will render the image associated with the 'holding' state.
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