当这部分代码运行时,它会显示精灵,但是当按下箭头键时没有任何动作,香港专业教育学院尝试使用print语句尝试调试但没有出现任何问题,怎么办?我解决了吗?这里我添加了与我的程序中的运动相关的所有内容,其他文件包括屏幕和退出循环
from spritechanges import *
from lklk import *
import pygame
import time
WHITE = (255, 255, 255)
BLACK = (0, 0, 0, 0)
clock = pygame.time.Clock()
FPS = 120
# Create a surface/image and draw a circle onto it.
sprite_image = pygame.Surface((50, 50))
pygame.draw.circle(sprite_image, WHITE, [25, 25], 20)
# Create surface/image draw a line onto it
width = 40
height = 60
# Create an instance of the Sprite class.
class Sprite(pygame.sprite.Sprite):
def __init__(self, pos):
super(Sprite, self).__init__() # platform
self.width = width
self.height = height
self.platform = pygame.Surface((width, height))
self.platform.fill(WHITE)
# set a reference to the image rect
self.rect = self.platform.get_rect()
# Assign the global image to `self.image`.
self.image = sprite_image
# Create a rect which will be used as blit
# position and for the collision detection.
self.rect = self.image.get_rect()
# Set the rect's center to the passed `pos`.
self.rect.center = pos
self._vx = 0
self._vy = 0
# Assign the pos also to these attributes.
self._spritex = pos[0]
self._spritey = pos[1]
# set of sprites sprite can bump against
self.level = None
def update(self):
self._gravity = 99
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self._vx > 0:
self.rect.right = block.rect.left
elif self._vx < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self._vy > 0:
self.rect.bottom = block.rect.top
elif self._vy < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self._vy = 0
self._vx = 0
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= H:
self._xy = -10
# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self._vx = -6
def go_right(self):
""" Called when the user hits the right arrow. """
self._vx = 6
def stop(self):
""" Called when the user lets off the keyboard. """
self._vx = 0
# Adjust the position.
self._spritex += self._vx
self._spritey += self._vy
# And update the center of the rect.
self.rect.center = (self._spritex, self._spritey)
sprite = Sprite([400, 550])
active_sprite_list = pygame.sprite.Group()
sprite.level = current_level
sprite.rect.x = 340
sprite.rect.y = H - sprite.rect.height
active_sprite_list.add(sprite)
done = True
while not done:
events()
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
sprite.go_left()
if event.key == pygame.K_RIGHT:
sprite.go_right()
if event.key == pygame.K_UP:
sprite.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and sprite.change_x < 0:
sprite.stop()
if event.key == pygame.K_RIGHT and sprite.change_x > 0:
sprite.stop()
# If the player gets near the right side, shift the world left (-x)
if sprite.rect.right > W:
sprite.rect.right = W
# If the player gets near the left side, shift the world right (+x)
if sprite.rect.left < 0:
sprite.rect.left = 0
DS.fill(BLACK)
# Blit the sprite's image at the sprite's rect.topleft position.
DS.blit(sprite.image, sprite.rect)
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
答案 0 :(得分:0)
这是问题吗?
self._vx = 0
每当用户离开键盘时,您最终会将位置调整为零?
答案 1 :(得分:0)
stop
方法中的某些代码应该在update
方法中。跳转代码需要采用单独的jump
方法。此外,在主while循环中调用active_sprite_list.update()
以更新所有包含的精灵,并active_sprite_list.draw(DS)
来绘制它们。这是一个完整的工作示例:
import pygame
pygame.init()
clock = pygame.time.Clock()
FPS = 60
DS = pygame.display.set_mode((640, 480))
sprite_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(sprite_image, (90, 100, 200), [25, 25], 25)
W, H = DS.get_size()
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
super(Platform, self).__init__()
self.image = pygame.Surface((w, h))
self.image.fill((90, 90, 120))
self.rect = self.image.get_rect(topleft=(x, y))
class Sprite(pygame.sprite.Sprite):
def __init__(self, pos):
super(Sprite, self).__init__()
self.image = sprite_image
self.rect = self.image.get_rect()
self.rect.center = pos
self._vx = 0
self._vy = 0
self._spritex = pos[0]
self._spritey = pos[1]
self.level = None
self._gravity = .9
def update(self):
# Adjust the x-position.
self._spritex += self._vx
self.rect.centerx = self._spritex # And update the rect.
block_hit_list = pygame.sprite.spritecollide(self, self.level, False)
for block in block_hit_list:
if self._vx > 0:
self.rect.right = block.rect.left
elif self._vx < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
self._spritex = self.rect.centerx # Update the position.
# Adjust the y-position.
self._vy += self._gravity # Accelerate downwards.
self._spritey += self._vy
self.rect.centery = self._spritey # And update the rect.
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self._vy > 0:
self.rect.bottom = block.rect.top
elif self._vy < 0:
self.rect.top = block.rect.bottom
self._spritey = self.rect.centery # Update the position.
# Stop our vertical movement
self._vy = 0
def jump(self):
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= H:
self._vy = -17
def go_left(self):
""" Called when the user hits the left arrow. """
self._vx = -3
def go_right(self):
""" Called when the user hits the right arrow. """
self._vx = 3
def stop(self):
""" Called when the user lets off the keyboard. """
self._vx = 0
sprite = Sprite([60, 60])
active_sprite_list = pygame.sprite.Group(sprite)
sprite.level = pygame.sprite.Group(
Platform(20, 400, 200, 20), Platform(220, 300, 20, 120),
Platform(220, 300, 300, 20))
active_sprite_list.add(sprite.level)
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
sprite.go_left()
if event.key == pygame.K_RIGHT:
sprite.go_right()
if event.key == pygame.K_UP:
sprite.jump()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and sprite._vx < 0:
sprite.stop()
if event.key == pygame.K_RIGHT and sprite._vx > 0:
sprite.stop()
# If the player gets near the right side, shift the world left (-x)
if sprite.rect.right > W:
sprite.rect.right = W
# If the player gets near the left side, shift the world right (+x)
if sprite.rect.left < 0:
sprite.rect.left = 0
active_sprite_list.update()
DS.fill((50, 50, 50))
# Blit the sprite's image at the sprite's rect.topleft position.
active_sprite_list.draw(DS)
pygame.display.flip()
clock.tick(FPS)
pygame.quit()