PyGame 自定义事件
我想问问在pygame中使用自定义事件的事情。
我对pygame做了一些实验,所以我知道pygame生成的普通事件是怎么回事。
我的问题是,为什么会有人对用户事件感兴趣,它能帮助简化
组合的pygame事件吗?还有人们是怎么实现它的,以及在实际例子中有什么好处呢?
我在一本我最近在读的书里找到了一个例子 ..
# creating the event
CATONKEYBOARD = USEREVENT+1
my_event = pygame.event.Event(CATONKEYBOARD, message="Bad cat!")
pygame.event.post(my_event)
# handling it
for event in pygame.event.get():
if event.type == CATONKEYBOARD:
print event.message
我试了一下,发现这个事件只会生成一次 (一发布就生成)
有人能给我解释一下吗 ..?
谢谢 ..
4 个回答
MY_EVENT_ID = 1
pg.event.post(pg.event.Event(pg.USEREVENT, user_event=MY_EVENT_ID)
...
for event in pg.event.get():
if event.type = pg.QUIT:
pg.quit()
if event.type = pg.USEREVENT:
if event.user_type = MY_EVENT_ID:
...
这段代码是用来做某些操作的,但具体的功能需要根据上下文来理解。代码块通常包含了一些编程指令,可能是用来处理数据、控制程序流程或者实现某种功能。
如果你看到类似的代码,首先要了解它的结构和每一部分的作用。比如,代码可能会有变量、函数、循环等元素。每个元素都有自己的功能,理解这些基本概念会帮助你更好地掌握代码的整体意思。
总之,代码块是程序的核心部分,理解它们是学习编程的重要一步。
事件只有在你使用 pygame.event.post(my_event)
的时候才会被发送。
如果你只发送一次事件,那你就只会收到一次。
比如,Player
类可以发送一个事件,内容是 我死了
,然后主循环就会结束游戏。
你可以用 "==" 来比较事件。要想两个事件被认为是相等的,它们的属性必须完全一样。
Event1=pygame.event.Event(pygame.USEREVENT, attr1='Event1')
Event2=pygame.event.Event(pygame.USEREVENT, attr1='Event2')
抛出事件
pygame.event.post(Event1)
pygame.event.post(Event2)
主循环
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
if event== Event1:
print("event1")
elif event == Event2:
print("event2")
你可以手动使用 pygame.event.post
来发布自定义事件,就像你在例子中展示的那样。
另外,你还可以使用 pygame.time.set_timer
在特定的时间间隔内发布自定义事件。这里有一个我为 另一个问题 写的小例子,展示了如何使用自定义事件来移动物体和控制重载的时间:
import pygame
# you'll be able to shoot every 450ms
RELOAD_SPEED = 450
# the foes move every 1000ms sideways and every 3500ms down
MOVE_SIDE = 1000
MOVE_DOWN = 3500
screen = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()
pygame.display.set_caption("Micro Invader")
# create a bunch of events
move_side_event = pygame.USEREVENT + 1
move_down_event = pygame.USEREVENT + 2
reloaded_event = pygame.USEREVENT + 3
move_left, reloaded = True, True
invaders, colors, shots = [], [] ,[]
for x in range(15, 300, 15):
for y in range(10, 100, 15):
invaders.append(pygame.Rect(x, y, 7, 7))
colors.append(((x * 0.7) % 256, (y * 2.4) % 256))
# set timer for the movement events
pygame.time.set_timer(move_side_event, MOVE_SIDE)
pygame.time.set_timer(move_down_event, MOVE_DOWN)
player = pygame.Rect(150, 180, 10, 7)
while True:
clock.tick(40)
if pygame.event.get(pygame.QUIT): break
for e in pygame.event.get():
if e.type == move_side_event:
for invader in invaders:
invader.move_ip((-10 if move_left else 10, 0))
move_left = not move_left
elif e.type == move_down_event:
for invader in invaders:
invader.move_ip(0, 10)
elif e.type == reloaded_event:
# when the reload timer runs out, reset it
reloaded = True
pygame.time.set_timer(reloaded_event, 0)
for shot in shots[:]:
shot.move_ip((0, -4))
if not screen.get_rect().contains(shot):
shots.remove(shot)
else:
hit = False
for invader in invaders[:]:
if invader.colliderect(shot):
hit = True
i = invaders.index(invader)
del colors[i]
del invaders[i]
if hit:
shots.remove(shot)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]: player.move_ip((-4, 0))
if pressed[pygame.K_RIGHT]: player.move_ip((4, 0))
if pressed[pygame.K_SPACE]:
if reloaded:
shots.append(player.copy())
reloaded = False
# when shooting, create a timeout of RELOAD_SPEED
pygame.time.set_timer(reloaded_event, RELOAD_SPEED)
player.clamp_ip(screen.get_rect())
screen.fill((0, 0, 0))
for invader, (a, b) in zip(invaders, colors):
pygame.draw.rect(screen, (150, a, b), invader)
for shot in shots:
pygame.draw.rect(screen, (255, 180, 0), shot)
pygame.draw.rect(screen, (180, 180, 180), player)
pygame.display.flip()
我不能只“给出”合适的条件来发布事件,让它自动生成吗?我觉得这样会更实用……
实现这样的功能其实很简单。只需要创建一个条件和事件的列表,然后在你的主循环中检查每一个条件:
conditions = [ # blink if player is outside screen
(lambda: not s_r.contains(player), pygame.event.Event(E_OUTSIDE)),
# if mouse if over player then grow and shrink player
(lambda: player.collidepoint(pygame.mouse.get_pos()), pygame.event.Event(E_MOUSE))]
while True:
# generate events from conditions
map(pygame.event.post, [e for (c, e) in conditions if c()])
for event in pygame.event.get():
...
这是完整的例子:
import pygame
pygame.init()
screen = pygame.display.set_mode((300, 300))
s_r = screen.get_rect()
player = pygame.Rect((100, 100, 50, 50))
timer = pygame.time.Clock()
flash = 0
grow = True
color = pygame.color.Color('Black')
E_OUTSIDE = pygame.USEREVENT + 1
E_MOUSE = pygame.USEREVENT + 2
conditions = [ # blink if player is outside screen
(lambda: not s_r.contains(player), pygame.event.Event(E_OUTSIDE)),
# if mouse if over player then grow and shrink player
(lambda: player.collidepoint(pygame.mouse.get_pos()), pygame.event.Event(E_MOUSE))]
while True:
# generate events from conditions
map(pygame.event.post, [e for (c, e) in conditions if c()])
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise
elif event.type == E_OUTSIDE and not flash:
flash = 5
elif event.type == E_MOUSE:
if grow:
player.inflate_ip(4, 4)
grow = player.width < 75
else:
player.inflate_ip(-4, -4)
grow = player.width < 50
flash = max(flash - 1, 0)
if flash % 2:
color = pygame.color.Color('White')
pressed = pygame.key.get_pressed()
l, r, u, d = map(lambda x: x*4, [pressed[k] for k in pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s])
player.move_ip((-l + r, -u + d))
screen.fill(color)
color = pygame.color.Color('Black')
pygame.draw.rect(screen, pygame.color.Color('Grey'), player)
pygame.display.flip()
timer.tick(25)