运行程序时,Player类的更新部分不起作用。它会显示图片,但按下按键时我无法向右或向左移动。它一动不动。我错过了什么?
import pygame
import random
import os
pygame.init()
pygame.mixer.init()
display_width = 460
display_height = 600
FPS = 30
#colors
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
game_display = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("Test")
clock = pygame.time.Clock()
img_dir = os.path.join(os.path.dirname(__file__), 'img')
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (40,60))
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
self.rect.centerx = display_width/2
self.rect.bottom = display_height - 10
self.speedx = 0
def update(self):
self.speedx = 0
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
self.speedx = -7
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
self.speedx = 7
self.rect.x += self.speedx
#image loading
player_img = pygame.image.load(os.path.join(img_dir, "malirozi.png")).convert()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
#game loop
running = True
while running:
#Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#Logic
all_sprites.update()
#Draw / render
game_display.fill(black)
all_sprites.draw(game_display)
#after drawing everything, flip the display
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
quit()
答案 0 :(得分:1)
对pygame.event.get
的调用会消耗队列中的所有事件。
这意味着它应该在一个地方完成 - 当你这样做时
for event in pygame.event.get():
在主要的博伊德,只是吼着while循环,你吞下所有
可能会在keydown
方法中读取的update
个事件。
对此的补救措施是确保只在代码中的一个点上拨打pygame.event.get
。例如,您可以将未处理的事件附加到列表中,并将该列表作为参数传递给更新方法 - 您可以检查这些事件,而不是再次调用pygame.event.get
。
另请注意,行self.rect.x += self.speedx
应位于if
语句之外。
...
class Player(pygame.sprite.Sprite):
def __init__(self):
...
self.events = []
def update(self):
self.speedx = 0
for event in self.events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
self.speedx = -7
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
self.speedx = 7
self.rect.x += self.speedx
...
while running:
#Events
events = []
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
else:
events.append(event)
player.events = events
#Logic
all_sprites.update()
...
pygame.quit()
quit()
答案 1 :(得分:0)
你的问题是你的事件处理在两个不同的地方,而pygame一次只能运行一个事件处理程序。我假设从你的代码中你只希望你的家伙每次按下时移动7个像素。如果你想让他继续前进,你需要添加更多
import pygame
import random
import os
pygame.init()
pygame.mixer.init()
display_width = 460
display_height = 600
FPS = 30
#colors
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
game_display = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("Test")
clock = pygame.time.Clock()
img_dir = os.path.join(os.path.dirname(__file__), 'img')
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (40,60))
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
self.rect.centerx = display_width/2
self.rect.bottom = display_height - 10
self.speedx = 0
#image loading
player_img = pygame.image.load("guy.png").convert()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
#game loop
running = True
while running:
#Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
player.speedx = -7
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
player.speedx = 7
player.rect.x += player.speedx
#Logic
all_sprites.update()
player.rect.centerx += player.speedx
print(player.speedx)
#Draw / render
game_display.fill(black)
all_sprites.draw(game_display)
#after drawing everything, flip the display
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
quit()