我在一个名为“ NPC”的类中有两个函数,它们将用于显示一个文本框,以显示NPC想要说的文本。这是上下文的整个NPC类:
class NPC(object):
def __init__(self, path, x, y):
self.image = pygame.image.load(path).convert_alpha()
self.x = x
self.y = y
def spawn(self, surface):
surface.blit(self.image, (self.x, self.y))
def text_objects(self, text, font):
textSurface = font.render(text, True, white)
return textSurface, textSurface.get_rect()
def interact(self, text):
textSize = pygame.font.Font("cour.ttf",28) #specify text size
TextRect.center = (width/2, height/1.5) #where text will be
TextSurf, TextRect = text_objects(text, largeText) #allow text to be positioned
gameDisplay.blit(TextSurf, TextRect) #display text
pygame.display.update() #updates screen
此函数稍后在这里调用:
person1 = NPC("talkToThis.png",100, 200)
pygame.display.flip() #paints screen
gameRun = True #allow game events to loop/be carried out more than once
while gameRun: #while game is running:
key = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT: #if the "x" is pressed
pygame.quit() #quit game
gameRun = False #break the loop.
quit()
if event.type == pygame.KEYDOWN:
if key[pygame.K_RETURN]:
person1.interact("hi")
当我运行代码时,没有错误出现,但是当我按Enter键时,消息没有出现。起初,我怀疑是因为字体与代码不在同一个文件中,但是在复制/粘贴后仍然无法正常工作。我感到错误在于与文本有关的两个函数中的某处,可能是因为丢失了一条信息。也可能由于“ person1”已经包含“ spawn”功能和 init 所需的三个参数。
完整代码:
import pygame
pygame.init()
(width, height) = (600, 400) #specify window resolution
bg_colour = (100,20,156) #specify bg colour
player_path = "downChara.png" #specifies image path
moveDown = True
moveUp = True
moveRight = True
moveLeft = True
class Player(object): #representitive of the player's overworld sprite
def __init__(self):
self.image = pygame.image.load(player_path).convert_alpha() #creates image, the player_path variable allowing it to be updated
self.X = (width/2) -16; # x co-ord of player
self.Y = (height/2)-16; # y co-ord of player
def handle_keys(self, down, up, left, right): #handling the keys/inputs
key = pygame.key.get_pressed()
dist = 5 #distance travelled in one frame of the program
if key[pygame.K_DOWN] and down == True: #if down
self.Y += dist #move down the length of dist
player_path = "downChara.png" #change image to down
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_UP] and up == True: #if up
self.Y -= dist #move up the length of dist
player_path = "upChara.png" #change to up
self.image = pygame.image.load(player_path).convert_alpha()
if key[pygame.K_RIGHT] and right == True: #etc.
self.X += dist
player_path = "rightChara.png"
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_LEFT] and left == True:
self.X -= dist
player_path = "leftChara.png"
self.image = pygame.image.load(player_path).convert_alpha()
def outX(coord): #"coord" acts the same as "self"
return (coord.X)
def outY(coord):
return (coord.Y)
def draw(self, surface): #draw to the surface/screen
surface.blit(self.image, (self.X, self.Y))
class NPC(object):
def __init__(self, path, x, y):
self.image = pygame.image.load(path).convert_alpha()
self.x = x
self.y = y
def spawn(self, surface):
surface.blit(self.image, (self.x, self.y))
def text_objects(self, text, font):
textSurface = font.render(text, True, white)
return textSurface, textSurface.get_rect()
def interact(self, text):
textSize = pygame.font.Font("cour.ttf",28) #specify text size
TextRect.center = (width/2, height/1.5) #where text will be
TextSurf, TextRect = text_objects(text, largeText) #allow text to be positioned
gameDisplay.blit(TextSurf, TextRect) #display text
pygame.display.update() #updates screen
screen = pygame.display.set_mode((width, height)) #create window
pygame.display.set_caption('EduGame') #specify window name
player = Player()
clock = pygame.time.Clock()
person1 = NPC("talkToThis.png",100, 200)
boarderX = player.outX()
boarderY = player.outY()
print (boarderX, boarderY) #making sure they both returned properly
pygame.display.flip() #paints screen
gameRun = True #allow game events to loop/be carried out more than once
while gameRun: #while game is running:
for event in pygame.event.get(): #all the events (movement, etc) to be here.
if event.type == pygame.QUIT: #if the "x" is pressed
pygame.quit() #quit game
gameRun = False #break the loop.
quit()
event = pygame.event.poll()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
person1.interact("hi")
player.handle_keys(moveDown, moveUp, moveLeft, moveRight) #handle keys
screen.fill(bg_colour) #draw background colour
player.draw(screen) #draws player
person1.spawn(screen)
pygame.display.update()
posX = player.outX()
posY = player.outY()
if posX > width - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveRight = False
else:
moveRight = True
if posX < 0:
moveLeft = False
else:
moveLeft = True
if posY > height - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveDown = False
else:
moveDown = True
if posY < 0:
moveUp = False
else:
moveUp = True
clock.tick(40)
答案 0 :(得分:1)
首先,检查pygame事件时不需要for循环。 然后,从捕获关键事件的方式中仅选择一种:
if pygame.key.get_pressed()[pygame.K_RETURN]:
或
event = pygame.event.poll()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
完整的代码段:
while gameRun: #while game is running:
event = pygame.event.poll()
if event.type == pygame.QUIT: #if the "x" is pressed
pygame.quit() #quit game
gameRun = False #break the loop.
quit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
person1.interact("hi")
....