目前,我使用键盘上的D和A键移动的小图像。代码工作正常我想要它,但它似乎有点不必要的复杂。有没有更有效的方法呢?
在主循环中,我的代码检查通过事件按下了什么键,但在此之后,如果不再按下某个键,它会检查是否按下了另一个键,以防万一用户按下了键,而另一个键最初被按下。
这是我的代码:
import pygame
import sys
from pygame.locals import *
SCREENX = 640
SCREENY = 480
LEFT = 'left'
RIGHT = 'right'
class Character(pygame.sprite.Sprite):
def __init__(self, image_file):
super().__init__()
temp_image = pygame.image.load(image_file)
self.image = pygame.transform.scale(temp_image, (100, 100))
self.rect = self.image.get_rect()
self.moving = False
self.direction = RIGHT
def start_move(self, direction):
self.moving = True
if direction != self.direction:
self.image = pygame.transform.flip(self.image, True, False)
self.direction = direction
def stop_move(self):
if self.moving:
self.moving = False
def move(self):
if self.direction == RIGHT:
self.rect.x += 5
if self.direction == LEFT:
self.rect.x -= 5
def update(self):
if self.moving:
self.move()
def main():
pygame.init()
surface = pygame.display.set_mode((SCREENX, SCREENY))
clock = pygame.time.Clock()
sprites = pygame.sprite.Group()
girl = Character("assets/girl.png")
girl.rect.x = SCREENX/2
girl.rect.y = SCREENY - girl.rect.height
sprites.add(girl)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if not girl.moving:
if event.key == K_d:
girl.start_move(RIGHT)
if event.key == K_a:
girl.start_move(LEFT)
if event.type == KEYUP:
if event.key == K_a or event.key == K_d:
girl.stop_move()
keys_pressed = pygame.key.get_pressed()
if keys_pressed[K_d]:
girl.start_move(RIGHT)
if keys_pressed[K_a]:
girl.start_move(LEFT)
surface.fill((255, 255, 255))
sprites.update()
sprites.draw(surface)
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
答案 0 :(得分:2)
是的,你可以摆脱大多数事件处理,你可以概括你的主循环,你可以摆脱Character
类的一些字段。
请参阅评论中的解释性说明:
import pygame
import sys
from pygame.locals import *
SCREENX = 640
SCREENY = 480
class Character(pygame.sprite.Sprite):
def __init__(self, image_file):
pygame.sprite.Sprite.__init__(self)
temp_image = pygame.image.load(image_file)
# only to the flipping of the image once
self.image_r = pygame.transform.scale(temp_image, (100, 100))
self.image_l = pygame.transform.flip(self.image_r, True, False)
self.image = self.image_l
self.rect = self.image.get_rect()
def update(self, pressed_keys):
move = 0
if pressed_keys[K_d]: move += 1
if pressed_keys[K_a]: move -= 1
self.rect.move_ip(move*5, 0)
# check which direction we're facing and set the image
self.image = self.image_l if move < 0 else self.image_r
def main():
pygame.init()
surface = pygame.display.set_mode((SCREENX, SCREENY))
clock = pygame.time.Clock()
sprites = pygame.sprite.Group()
girl = Character("assets/girl.png")
girl.rect.x = SCREENX / 2
girl.rect.y = SCREENY - girl.rect.height
sprites.add(girl)
while True:
for event in pygame.event.get():
# since we are in a function, we can simply return.
# we don't care here what happens after we quit the main loop
if event.type == QUIT: return pygame.quit()
# get all pressed keys, and just let all sprites
# decide what they want to do with it
keys_pressed = pygame.key.get_pressed()
# you could wrap this information in a more
# general container represeting the game state
# See how the game loop does not care what a
# Sprite does with this information
sprites.update(keys_pressed)
surface.fill((255, 255, 255))
sprites.draw(surface)
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()