我想杀死我的最后一个精灵,同时移动并保持我当前的精灵


import pygame, sys
start = True
class Player(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.attack_animation = False
self.sprites = []
self.sprites.append(pygame.image.load('crossHair.png'))
self.sprites.append(pygame.image.load('crossHair_2.png'))
self.sprites.append(pygame.image.load('crossHair_3.png'))
self.sprites.append(pygame.image.load('crossHair_4.png'))
self.current_sprite = 0
self.image = self.sprites[self.current_sprite]
self.image.set_colorkey('white')
for items in self.sprites:
items.set_colorkey('white')
self.rect = self.image.get_rect()
self.rect.topleft = [pos_x,pos_y]

def attack(self):
self.attack_animation = True
self.image.set_colorkey('white')
def update(self,speed):
self.image.set_colorkey('white')

self.current_sprite += speed
if int(self.current_sprite) >= len(self.sprites):
self.attack_animation = False
self.current_sprite = 0
self.image = self.sprites[int(self.current_sprite)]
# General setup
pygame.init()
clock = pygame.time.Clock()
# Game Screen
screen_width = 400
screen_height = 400
mouse = pygame.mouse.get_pos()
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption("Sprite Animation")
# Creating the sprites and groups

moving_sprites = pygame.sprite.Group()
while True:
globals()['mouse'] = pygame.mo[![now this is the problem][1]][1]use.get_pos()
player = Player(mouse[0],mouse[1])
moving_sprites.add(player)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
player.attack()
# Drawing
screen.fill((0,0,0))
screen.set_colorkey('white')
moving_sprites.draw(screen)
moving_sprites.update(0.04)
pygame.display.flip()
clock.tick(120)

这是创建我的玩家/交叉头发每120秒,它留下了它的最后一个精灵

现在的问题是它留下了我的最后一个精灵,如果我把moving_sprites=pygame.sprite.Group((在while循环中,它不会动画任何人都可以解决这个问题,请回答我的问题。。。

这不是设置精灵动画的方法。每帧创建一个新的精灵是一种糟糕的做法,也是对性能的浪费,因为所有对象都必须重新创建。您甚至可以在Player类的构造函数中加载图像。如果你在每一帧都这样做,那么每一帧的图像都必须从体积中加载并解码
在应用程序循环之前创建精灵一次,并更改循环中精灵对象的属性。这将为您提供最佳性能:

class Player(pygame.sprite.Sprite):
# [...]

def set_pos(self, pos_x, pos_y):
self.rect.topleft = (pos_x, pos_y)
moving_sprites = pygame.sprite.Group()
player = Player(0, 0)
moving_sprites.add(player)
while True:
player.set_pos(*pygame.mouse.get_pos())
# [...]

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