我现在玩pygame已经有一段时间了,而stackoverflow老手给了我一些帮助,以便更好地改进我的代码以在屏幕上移动角色。每次按下该键时,角色将移动,减速然后停止,仅在按下该键时继续移动。任何人都可以提供帮助,以便在释放钥匙时角色会减速并停止吗?
感谢你
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()
答案 0 :(得分:3)
我只需更改您的Main.event_loop()
并将其他功能添加到使用pygame.key.get_pressed
的主类:
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
变化:
event_handle
,它将处理事件和密钥。pygame.key.get_pressed
更适合当前的工作
key
索引我们所需的密钥(此处为箭头)来检查。效果:
你的问题已经解决了。
答案 1 :(得分:1)
在friction = 1
时KEYDOWN
和friction < 1
时KEYUP
:
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()