pygame如何移动用户控制的物体直到释放按键?
我最近在玩pygame,一个用来做游戏的库。有个StackOverflow的老手给了我一些建议,帮我改进代码,让角色在屏幕上移动。目前的情况是,每次按下键盘,角色就会移动,但会慢下来然后停下,只有再次按下键时才会继续移动。有没有人能帮我,让角色在松开键时能够减速并停下呢?
非常感谢你们!
import sys
import pygame
import os
from pygame.locals import *
character = "toon.png"
bg = "bg.jpg"
delta = {
pygame.K_LEFT: (-10, 0),
pygame.K_RIGHT: (+10, 0),
pygame.K_UP: (0, -10),
pygame.K_DOWN: (0, +10),
}
class Toon(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(character)
self.bg = pygame.image.load(bg)
self.rect = self.image.get_rect()
self.speed = [2, 2]
self.area = pygame.display.get_surface().get_rect()
def update(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > self.area.width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.bottom > self.area.height:
self.speed[1] = -self.speed[1]
class Main(object):
def __init__(self):
self.setup()
def setup(self):
pygame.init()
size = (self.width, self.height) = (640,360)
self.black = (0, 0, 0)
self.bg = pygame.image.load(bg)
self.screen = pygame.display.set_mode(size, 0, 32)
self.toon = Toon()
self.setup_background()
def setup_background(self):
self.background = pygame.Surface(self.screen.get_size())
self.background = self.background.convert()
self.screen.blit(self.bg, (0, 0))
pygame.display.flip()
def draw(self):
self.screen.blit(self.bg, (0, 0))
self.screen.blit(self.toon.image, self.toon.rect)
pygame.display.flip()
def event_loop(self):
toon = self.toon
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
deltax, deltay = delta.get(event.key, (0, 0))
toon.speed[0] += deltax
toon.speed[1] += deltay
toon.speed[0] *= 0.95
toon.speed[1] *= 0.95
toon.update()
self.draw()
pygame.time.delay(10)
if __name__ == '__main__':
app = Main()
app.event_loop()
2 个回答
1
在按下键盘的过程中,把 friction = 1
设置为1,而在松开键盘时,把 friction < 1
设置为小于1:
elif event.type == pygame.KEYDOWN:
deltax, deltay = delta.get(event.key, (0, 0))
toon.speed[0] += deltax
toon.speed[1] += deltay
friction = 1
elif event.type == pygame.KEYUP:
friction = 0.95
toon.speed = [x*friction for x in toon.speed]
import sys
import pygame
import os
from pygame.locals import *
character = "toon.png"
bg = "bg.jpg"
delta = {
pygame.K_LEFT: (-10, 0),
pygame.K_RIGHT: (+10, 0),
pygame.K_UP: (0, -10),
pygame.K_DOWN: (0, +10),
}
class Toon(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(character)
self.bg = pygame.image.load(bg)
self.rect = self.image.get_rect()
self.speed = [0, 0]
self.area = pygame.display.get_surface().get_rect()
def update(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > self.area.width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.bottom > self.area.height:
self.speed[1] = -self.speed[1]
class Main(object):
def __init__(self):
self.setup()
def setup(self):
pygame.init()
size = (self.width, self.height) = (640,360)
self.black = (0, 0, 0)
self.bg = pygame.image.load(bg)
self.screen = pygame.display.set_mode(size, 0, 32)
self.toon = Toon()
self.setup_background()
def setup_background(self):
self.background = pygame.Surface(self.screen.get_size())
self.background = self.background.convert()
self.screen.blit(self.bg, (0, 0))
pygame.display.flip()
def draw(self):
self.screen.blit(self.bg, (0, 0))
self.screen.blit(self.toon.image, self.toon.rect)
pygame.display.flip()
def event_loop(self):
toon = self.toon
friction = 1
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
deltax, deltay = delta.get(event.key, (0, 0))
toon.speed[0] += deltax
toon.speed[1] += deltay
friction = 1
elif event.type == pygame.KEYUP:
friction = 0.95
toon.speed = [x*friction for x in toon.speed]
toon.update()
self.draw()
pygame.time.delay(10)
if __name__ == '__main__':
app = Main()
app.event_loop()
3
我建议你修改一下你的 Main.event_loop()
方法,并在 Main 类中添加另一个函数,这个函数会使用 pygame.key.get_pressed
:
def event_loop(self):
toon = self.toon
while True:
self.event_handle()
toon.speed[0] *= 0.95
toon.speed[1] *= 0.95
toon.update()
self.draw()
pygame.time.delay(10)
def event_handle(self):
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# This will allow diagonal movements..
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
self.toon.speed[0] = -10
if key[pygame.K_RIGHT]:
self.toon.speed[0] = +10
if key[pygame.K_UP]:
self.toon.speed[1] = -10
if key[pygame.K_DOWN]:
self.toon.speed[1] = +10
具体的修改:
- 我添加了一个新函数,叫做
event_handle
,它会处理事件和按键。 - 你会发现,原来的事件循环并没有处理按键。这是因为我们使用了
pygame.key.get_pressed
,这个方法更适合当前的任务。
- 它会返回一个布尔值列表,表示当前被按下的按键。我们可以通过索引
key
来检查我们想要的按键(这里是方向键)。
- 它会返回一个布尔值列表,表示当前被按下的按键。我们可以通过索引
效果是:
你的问题解决了。