我是这个网站和pygame的新手,所以请耐心等待。我正在尝试pygame,并做了一个简单的平台游戏。但是,每当我“跳转”时,该块都会一帧跳,因此我必须按住空格键。任何帮助将不胜感激! 这是我的代码:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
x = 0
y = 490
width = 10
height = 10
vel = 5
pygame.key.set_repeat(1)
isjump = False
jumpcount = 10
while True:
pygame.time.delay(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x>vel-5:
x -= vel
if keys[pygame.K_d] and x < 500 - width:
x += vel
if not(isjump):
if keys[pygame.K_SPACE]:
isjump = True
else:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= (jumpcount ** 2) /2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
pygame.quit()
答案 0 :(得分:2)
您正在将键盘事件处理与跳转逻辑混合在一起。我已经做了两件事,将空格键检测更改为触发isjump
并处理跳转逻辑,而不管是否按下任何键:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
x = 0
y = 490
width = 10
height = 10
vel = 5
pygame.key.set_repeat(1)
isjump = False
jumpcount = 10
while True:
pygame.time.delay(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x>vel-5:
x -= vel
if keys[pygame.K_d] and x < 500 - width:
x += vel
# if we're not already jumping, check if space is pressed to start a jump
if not isjump and keys[pygame.K_SPACE]:
isjump = True
jumpcount = 10
# if we're supposed to jump, handle the jump logic
if isjump:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= (jumpcount ** 2) /2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
pygame.quit()
答案 1 :(得分:1)
第keys = pygame.key.get_pressed()
行以及整个游戏逻辑和绘图代码不应位于事件循环(for event in pygame.event.get():
)中,否则该代码将在队列中的每个事件中执行一次,如果没有事件发生,在队列中,它根本不会执行。
您可以使keys = pygame.key.get_pressed()
和下面的所有行都凹陷。
或者,您可以在事件循环中检查是否按下了空格键(使用if event.type == pygame.KEYDOWN:
),然后将isjump
设置为True
(这意味着播放器每次跳动一次)键)。
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
x = 0
y = 490
width = 10
height = 10
vel = 5
isjump = False
jumpcount = 10
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
isjump = True
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x > vel - 5:
x -= vel
elif keys[pygame.K_d] and x < 500 - width:
x += vel
if isjump:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= jumpcount**2 / 2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
clock.tick(30)
pygame.quit()
我还建议添加一个pygame.time.Clock
实例并调用clock.tick(FPS)
来调节帧速率。
我宁愿在this way中实现跳跃,并使用重力常数添加到每帧的y速度中。