2012-11-28 37 views
1

這就是我現在正在做的事情,我知道一定有更好的辦法,一直在尋找幾天。我所做的基本上是強制檢查if/elif在哪裏開始新行。 'imgblock'是一個16x16像素的精靈,屏幕上保存着一個16x10的網格。下面在lolgrid()部分中,我已經定義了圖像名稱,並且儘管在網格中的每個塊都希望它顯示出來。任何人都可以請給我一些關於如何讓這更優雅的信息?我只待了一個禮拜,我真的很感激它對我在這裏糟糕的嘗試的經驗。如何創建一個網格來將精靈粘貼到?

由於一噸

import pygame, sys, os, random 
from pygame.locals import * 

pygame.init() 

#print help(pygame.transform) 

resmulti=3 
spritesize=16*resmulti 
resolution=(256*resmulti,224*resmulti) 
framerate=60 

## OBJECTS ## 
clock=pygame.time.Clock() 
screen=pygame.display.set_mode(resolution) 

## TEST STUFF ## 
test = [random.randint(1,10) for i in range(20)] 
print test 


## MAIN ##  
def pngLoad(imgloc, size, flipx, flipy): 
    img = pygame.image.load(imgloc).convert_alpha() 
    if size > 1: 
     #pygame.transform.scale(Surface, (width, height), DestSurface = None): return Surface 
     img = pygame.transform.scale(img, (img.get_width()*size, img.get_height()*size)) 
    if flipx == 1: 
     #pygame.transform.flip(Surface, xbool, ybool) 
     img = pygame.transform.flip(img, True, False) 
    if flipy == 1: 
     img = pygame.transform.flip(img, False, True) 

    return img 

################################################ 
# GRID = 16x16 pixel blocks. 16x10.5 block grid 
################################################ 

def lolGrid(imgBlock,*gridz): 
    #print list(gridz) 
    Grid = range(177) 

    for i in gridz: 
     if i < 16: 
      Grid[i] = screen.blit(imgBlock, (i*spritesize,resmulti*56)) 
     elif i > 15 and i < 32: 
      Grid[i] = screen.blit(imgBlock, ((i-16)*spritesize,spritesize+resmulti*56)) 
     elif i > 31 and i < 48: 
      Grid[i] = screen.blit(imgBlock, ((i-32)*spritesize,spritesize*2+resmulti*56)) 
     elif i > 47 and i < 64: 
      Grid[i] = screen.blit(imgBlock, ((i-48)*spritesize,spritesize*3+resmulti*56)) 
     elif i > 63 and i < 80: 
      Grid[i] = screen.blit(imgBlock, ((i-64)*spritesize,spritesize*4+resmulti*56)) 
     elif i > 79 and i < 96: 
      Grid[i] = screen.blit(imgBlock, ((i-80)*spritesize,spritesize*5+resmulti*56)) 
     elif i > 95 and i < 112: 
      Grid[i] = screen.blit(imgBlock, ((i-96)*spritesize,spritesize*6+resmulti*56))    
     elif i > 111 and i < 128: 
      Grid[i] = screen.blit(imgBlock, ((i-112)*spritesize,spritesize*7+resmulti*56))    
     elif i > 127 and i < 144: 
      Grid[i] = screen.blit(imgBlock, ((i-128)*spritesize,spritesize*8+resmulti*56))    
     elif i > 143 and i < 160: 
      Grid[i] = screen.blit(imgBlock, ((i-144)*spritesize,spritesize*9+resmulti*56)) 
     elif i > 159 and i < 176: 
      Grid[i] = screen.blit(imgBlock, ((i-160)*spritesize,spritesize*10+resmulti*56)) 

############ 
#LOL IMAGES 
############   
tanback = pngLoad("tanback.png", resmulti,0,0) 
longblackback = pngLoad("blackbacklong.png", resmulti,0,0) 
link1 = pngLoad("link1.png", resmulti,1,0) 
shrub1 = pngLoad("shrub_01.png", resmulti,0,0) 
grnwall1 = pngLoad("greenwall_01.png", resmulti,0,0) 
grnwall2 = pngLoad("greenwall_02.png", resmulti,0,0) 
grnwall3 = pngLoad("greenwall_03.png", resmulti,0,0) 

#background = pngLoad("back.png") 
#mous = pngLoad("link001.png") 


#bif="back.png" 
#mif="link001.png" 
#background=pygame.image.load(bif).convert_alpha() 
#mous=pygame.image.load(mif).convert_alpha() 

while True: 
    for event in pygame.event.get(): 
     if event.type == QUIT: 
      pygame.quit() 
      sys.exit() 

    screen.blit(tanback,(0,0)) 
    screen.blit(longblackback,(0,resmulti*3*-56)) 
    #screen.fill((255,218,144), rect=None, special_flags=0) 

    lolGrid(grnwall1,0,1,16,17,32,33,48,112,128,129,144,145,160,161) 
    lolGrid(grnwall2,49,64) 
    lolGrid(grnwall3,96,113) 
    lolGrid(shrub1,2, 4, 6, 9, 11, 13, 15,18,20,22,25,27,29,31,54,57,59,61, 66, 68,86,89,91,98,100,118,121,123,125,146,147,148,149,150,151,152,153,154,155,156,157,158,159,162,163,164,165,166,167,168,169,170,171,172,173,174,175) 

    print clock.get_fps() 
    clock.tick(framerate) 

    pygame.display.update() 
+0

你就不能圓座標最近的網格邊界? – martineau

+0

我不確定你在做什麼。像這樣? http://i.stack.imgur.com/utDaA.png – ninMonkey

+0

我認爲即時通訊術語錯誤。我試圖採取代表瓦片配置的地圖,並將它們放在網格上。是的,猴子,它看起來有點像這樣,每個矩形都是它自己的圖塊,放置在某個地圖文件中用於該「級別」或任何它將被調用的地圖文件。 馬蒂諾im不是100%確定如何id做 –

回答

0

D'呃? 如何使用除法,乘法和模塊?

相反的:

for i in gridz: 
    if i < 16: 
     Grid[i] = screen.blit(imgBlock, (i*spritesize,resmulti*56)) 
    elif i > 15 and i < 32: 
     Grid[i] = screen.blit(imgBlock, ((i-16)*spritesize,spritesize+resmulti*56)) 
    ... 

只要做到:

for i in gridz: 
    Grid[1] = screen.blitimgBlock(imgBlock, (i % 16) * spritesize, spritesize+resmulti*56)) 
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