我只是搞乱了Pygame而且我无法看到我做错了什么让红色圆圈用箭头键移动。我无法判断它是否在我的主循环中。我也无法通过Pygame找到关于sprite或循环动画的很多教程。例如,如果我想制作一个方形振荡,例如移动平台,我该怎么做?
import pygame
import time
## event handling varibles
player_x = 0
player_y = 0
x = 250
y = 250
## screen display
display_width = 500
display_height = 500
pygame.init()
game_screen = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("test")
# player
def player():
pygame.draw.circle(game_screen,red,(x,y),15)
# colors
white = (255,255,255)
red = (255,0,0)
black = (0,0,0)
### main loop
dead = False
while dead != True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
dead = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player_x = -1
elif event.key == pygame.K_RIGHT:
player_x = +1
if event.key == pygame.K_UP:
player_y = +1
elif event.key == pygame.K_DOWN:
player_y = -1
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or pygame.K_RIGHT:
player_x = 0
if event.key == pygame.K_UP or pygame.K_DOWN:
player_y = 0
game_screen.fill(black)
player()
pygame.display.update()
x -= player_x
y -= player_y
pygame.quit()
quit()
答案 0 :(得分:1)
除非事件是QUIT,否则您的代码将无法执行任何操作...然后退出。
这不是正确的语法event.key == pygame.K_UP or pygame.K_DOWN
。此处的优先顺序如下(event.key == pygame.K_UP) or (K_DOWN)
。由于K_DOWN是真实的,它总是正确的,因此整个陈述总是正确的。
我认为你的意思是:event.key == pygame.K_UP or event.key == pygame.K_DOWN
只有在队列中有事件时才会移动。您可以通过生成事件使其继续移动。也许有一个事件计时器。
这是一个固定版本,希望这会有所帮助:
import pygame
import time
## event handling varibles
player_x = 0
player_y = 0
x = 250
y = 250
## screen display
display_width = 500
display_height = 500
pygame.init()
game_screen = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("test")
# player
def player(game_screen, red, point): # Use parameters not globals
pygame.draw.circle(game_screen, red, point, 15)
# colors
white = (255,255,255)
red = (255,0,0)
black = (0,0,0)
### main loop
pygame.time.set_timer(pygame.USEREVENT, 1) # 1 per second
dead = False
while not dead:
for event in pygame.event.get():
if event.type == pygame.QUIT:
dead = True
elif event.type == pygame.USEREVENT:
pygame.time.set_timer(pygame.USEREVENT, 1) # Set another timer for another 1 second
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player_x = +10
elif event.key == pygame.K_RIGHT:
player_x = -10
elif event.key == pygame.K_UP:
player_y = +10
elif event.key == pygame.K_DOWN:
player_y = -10
elif event.type == pygame.KEYUP:
if event.key in [pygame.K_LEFT, pygame.K_RIGHT]:
player_x = 0
elif event.key in [pygame.K_UP, pygame.K_DOWN]:
player_y = 0
game_screen.fill(black)
player(game_screen,red,(x,y))
pygame.display.update()
x -= player_x
y -= player_y
pygame.quit()