当我没有按下按钮时,为什么我的图像会消失?

时间:2016-02-21 04:38:53

标签: python

代码运行良好,我的图像按原样翻转,但是当我没有按键时,我的图像消失了...我知道这与在每个'if'期间调用screen.blit方法时有关更新函数中的语句,但我不知道如何绕过这个......

 import pygame, sys, glob
from pygame import *

h=400
w=800

screen = pygame.display.set_mode((w,h))

clock = pygame.time.Clock()

class player:
    def __init__(self):
        self.x = 200
        self.y = 300

        self.ani_speed_init = 8
        self.ani_speed=self.ani_speed_init

        self.Lani_speed_init = 8
        self.Lani_speed=self.Lani_speed_init

        self.ani = glob.glob("D:\Projects\pygame\TestGame\sprite*.png")
        self.Lani = glob.glob("D:\Projects\pygame\TestGame\Lsprite*.png")

        self.ani.sort()
        self.ani_pos=0

        self.Lani.sort()
        self.Lani_pos=0
        #takes length of the amount of images and subtracts 1 since count starts at 0
        self.ani_max=len(self.ani) -1
        self.Lani_max=len(self.Lani) -1

        self.img = pygame.image.load(self.ani[0])
        self.Limg = pygame.image.load(self.Lani[0])

        self.update(0, 0)

    def update(self, pos, posL):

        if pos != 0:
            #subtracts 1 from 10
            self.ani_speed-=1
            #adds self.x to itself
            self.x+=pos
            if self.ani_speed==0:
                self.img = pygame.image.load(self.ani[self.ani_pos])
                self.ani_speed = self.ani_speed_init
                if self.ani_pos == self.ani_max:
                    self.ani_pos = 0
                else:
                    self.ani_pos+=1

            screen.blit(self.img,(self.x,self.y))

        if posL != 0:
            #subtracts 1 from 10
            self.Lani_speed-=1
            #adds self.x to itself
            self.x+=posL
            if self.Lani_speed==0:
                self.Limg = pygame.image.load(self.Lani[self.Lani_pos])
                self.Lani_speed = self.Lani_speed_init
                if self.Lani_pos == self.Lani_max:
                    self.Lani_pos = 0
                else:
                    self.Lani_pos+=1    

            screen.blit(self.Limg,(self.x,self.y))      

player1 = player()
pos = 0
posL = 0

while 1:
    screen.fill((255,255,255))
    clock.tick(60)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
            pygame.quit()
        elif event.type == KEYDOWN and event.key == K_RIGHT:
            pos = 1

        elif event.type == KEYUP and event.key == K_RIGHT:
            pos = 0
        elif event.type == KEYDOWN and event.key == K_LEFT:
            posL = -1

        elif event.type == KEYUP and event.key == K_LEFT:
            posL = 0

    player1.update(pos, posL)
    pygame.display.update()

2 个答案:

答案 0 :(得分:0)

这是一个建议而不是一个答案,因为很难说你要做什么,但我需要格式化代码,所以评论并不真正有用。是否可以将更新函数扩展为具有以下默认行为:

def update(self, pos, posL):
    updated = False

    if pos != 0:
        (logic removed)
        screen.blit(self.img,(self.x,self.y))
        updated = True

    if posL != 0:
        (logic removed)
        screen.blit(self.Limg,(self.x,self.y))      
        updated = True

    if not updated:
        screen.blit(something sensible for arguments of 0,0)

如果刚刚测试了pos == 0和posL == 0,你可以避免使用'updated'变量但是更新后的测试允许上面的逻辑可能不会执行screen.blit,最后的测试将确保总是被写入屏幕。

答案 1 :(得分:0)

我不会允许更新功能将播放器blit到屏幕上,而是将播放器添加到默认的pygame精灵组并通过while循环绘制它!我也会避免每次更新时加载图像(由于开销),而是立即加载所有图像,然后在需要时将它们加入blit!