我需要让我的精灵超级跳跃'如果空格键被按下。在这些情况下,y速度将设置为-12.0而不是常规跳跃中的-8.0(空格键的点击)。
我使用' pygame.key.set_repeat'编写的代码。有效,但我知道必须有一个比我所得到的方法更好的方法吗?对于初学者,我有两个嵌套的' if'陈述:/
特定代码块:
# player jump
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
# set key repeat
pygame.key.set_repeat(50, 0)
# high jump
space_held = 0
super_jump = False
# event loop
while True:
ticks = pygame.time.get_ticks() # n.o ms since pygame.init() was called
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_SPACE and space_held <2:
space_held += 1
if not player_jumping:
player_jumping = True
jump_vel = -8.0
elif event.key == K_SPACE and space_held == 2:
if player_jumping and not super_jump:
jump_vel = -12.0
super_jump = True
if event.type == KEYUP:
if event.key == K_SPACE:
space_held = 0
super_jump = True
# is player jumping?
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
super_jump = False
space_held = 0
完整的工作代码:
import math
import time
import sys
import random
import pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
"""My sprite"""
def __init__(self, target):
super(MySprite, self).__init__()
self.frame = 0
self.old_frame = -1
self.master_image = None
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
# X property
def _getx(self): return self.rect.x
def _setx(self, value): self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self): return self.rect.y
def _sety(self, value): self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self): return self.rect.topleft
def _setpos(self, pos): self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.columns = columns
self.rect = Rect(0,0, width, height)
# try to auto-calc frames
rect = self.master_image.get_rect()
self.last_frame = (rect.height//height) * (rect.width/width) -1
def update(self, current_time, rate = 30):
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
rep = str(self.frame) + ", " + str(self.first_frame) + ", " +\
str(self.last_frame) + ", " + str(self.frame_width) +\
", " + str(self.frame_height) + ", " + str(self.columns) +\
", " + str(self.rect)
return rep
def print_text(font, x, y, text, color = (255,255,255)):
textimage = font.render(text, True, color)
DISPLAYSURF.blit(textimage, (x,y))
def reset_arrow():
y = random.randint(250, 350)
arrow.position = (800, y)
pygame.init()
DISPLAYSURF = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Escape the dragon")
font = pygame.font.SysFont(None, 18)
font1 = pygame.font.SysFont("trebuchet ms", 40)
fps = 30
fpsclock = pygame.time.Clock()
# load bitmaps
background = pygame.image.load("background.png").convert()
# create a sprite group
group = pygame.sprite.Group()
# create dragon sprite
dragon = MySprite(DISPLAYSURF)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = (100, 230)
group.add(dragon)
# create player sprite
player = MySprite(DISPLAYSURF)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
# create arrow sprite
arrow = MySprite(DISPLAYSURF)
arrow.load("flame.png", 40, 16, 1)
arrow.position = (800,320)
group.add(arrow)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
score = 0
# set key repeat
pygame.key.set_repeat(50, 0)
# high jump
space_held = 0
super_jump = False
# event loop
while True:
ticks = pygame.time.get_ticks() # n.o ms since pygame.init() was called
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_SPACE and space_held <2:
space_held += 1
if not player_jumping:
player_jumping = True
jump_vel = -8.0
elif event.key == K_SPACE and space_held == 2:
if player_jumping and not super_jump:
jump_vel = -12.0
super_jump = True
if event.type == KEYUP:
if event.key == K_SPACE:
space_held = 0
super_jump = True
# keyboard polling
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
pygame.quit()
sys.exit()
## if keys[K_SPACE]:
## if not player_jumping:
##
## player_jumping = True
## jump_vel = -8.0
# update arrow
if not game_over:
arrow.X -= arrow_vel
if arrow.X < -40:
reset_arrow()
# did arrow hit player?
if pygame.sprite.collide_rect(arrow, player):
player.X -=10
reset_arrow()
# did arrow hit dragon?
if pygame.sprite.collide_rect(arrow, dragon):
dragon.X -= 10
reset_arrow()
score += 10
# did dragon eat player?
if pygame.sprite.collide_rect(player, dragon):
game_over = True
# dragon defeated?
if dragon.X < -100 :
game_over = True
you_win = True
# is player jumping?
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
super_jump = False
space_held = 0
# draw background
DISPLAYSURF.blit(background, (0,0))
# update sprites
if not game_over:
group.update(ticks, 50)
# draw sprites
group.draw(DISPLAYSURF)
print_text(font1, 325, 0, "Score: " + str(score))
print_text(font, 350, 560, "Press space to jump!")
if game_over:
score = 0
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON!")
else:
print_text(font, 330, 130, "THE DRAGON ATE YOU!!!")
pygame.display.update()
fpsclock.tick(fps)