模拟《帝国时代3》中的按键操作

时间:2018-10-16 19:22:27

标签: python python-3.x keyboard pyautogui

我一直在尝试制作一个简单的python脚本,该脚本将击键发送给游戏Age of Empires3。我尝试了pyautogui以及使用ScanCodes进行DirectInput,但似乎没有任何效果,我只是不这样做了解游戏需要哪种输入或如何避免从我的代码中获取任何输入。我的代码有点混乱,无法测试几种不同的方法,但是这里是任何人想要看到的代码。

import pyautogui
import pyperclip
import random
import keyboard
import time
from directkeys import PressKey, W, A, S, D


def spawn_hotdog():
    command = "mustard relish and burning oil"
    pyperclip.copy(command)
    pyautogui.click(500, 500)
    pyautogui.keyDown('enter')
    pyautogui.hotkey("ctrlleft", "v")
    pyautogui.keyDown('enter')


loop = False

while True:
    try:
        if keyboard.is_pressed('h'):
            loop = True
        elif keyboard.is_pressed('p'):
            loop = False
        elif keyboard.is_pressed('esc'):
            break
    except:
        pass
    if loop:
        time.sleep(1)
        PressKey(W)
        PressKey(0x1C)

这是我从https://pythonprogramming.net/direct-input-game-python-plays-gta-v/

获得的directkeys.py文件
# direct inputs
# source to this solution and code:
# http://stackoverflow.com/questions/14489013/simulate-python-keypresses-for-controlling-a-game
# http://www.gamespp.com/directx/directInputKeyboardScanCodes.html

import ctypes
import time

SendInput = ctypes.windll.user32.SendInput


W = 0x11
A = 0x1E
S = 0x1F
D = 0x20

# C struct redefinitions
PUL = ctypes.POINTER(ctypes.c_ulong)
class KeyBdInput(ctypes.Structure):
    _fields_ = [("wVk", ctypes.c_ushort),
                ("wScan", ctypes.c_ushort),
                ("dwFlags", ctypes.c_ulong),
                ("time", ctypes.c_ulong),
                ("dwExtraInfo", PUL)]

class HardwareInput(ctypes.Structure):
    _fields_ = [("uMsg", ctypes.c_ulong),
                ("wParamL", ctypes.c_short),
                ("wParamH", ctypes.c_ushort)]

class MouseInput(ctypes.Structure):
    _fields_ = [("dx", ctypes.c_long),
                ("dy", ctypes.c_long),
                ("mouseData", ctypes.c_ulong),
                ("dwFlags", ctypes.c_ulong),
                ("time",ctypes.c_ulong),
                ("dwExtraInfo", PUL)]

class Input_I(ctypes.Union):
    _fields_ = [("ki", KeyBdInput),
                 ("mi", MouseInput),
                 ("hi", HardwareInput)]

class Input(ctypes.Structure):
    _fields_ = [("type", ctypes.c_ulong),
                ("ii", Input_I)]

# Actuals Functions

def PressKey(hexKeyCode):
    extra = ctypes.c_ulong(0)
    ii_ = Input_I()
    ii_.ki = KeyBdInput( 0, hexKeyCode, 0x0008, 0, ctypes.pointer(extra) )
    x = Input( ctypes.c_ulong(1), ii_ )
    ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))

def ReleaseKey(hexKeyCode):
    extra = ctypes.c_ulong(0)
    ii_ = Input_I()
    ii_.ki = KeyBdInput( 0, hexKeyCode, 0x0008 | 0x0002, 0, 
ctypes.pointer(extra) )
    x = Input( ctypes.c_ulong(1), ii_ )
    ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))

if __name__ == '__main__':
    PressKey(0x11)
    time.sleep(1)
    ReleaseKey(0x11)
    time.sleep(1)`enter code here`

1 个答案:

答案 0 :(得分:0)

问题是您的代码确实有错误,这就是为什么它不起作用的原因。我修复了一些错误,它可以正常工作。尝试添加一些启用代码的按键。

const SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
let container, stats;
let camera, scene, renderer;
let particles, particle, count = 0;
let mouseX = 0, mouseY = 0;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;

function init() {
  container = document.createElement( 'div' );
  document.body.appendChild(container);
  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000 );
  camera.position.z = 1000; // Good var to change
  scene = new THREE.Scene();
  particles = new Array();
  var PI2 = Math.PI * 2;
  var geometry = new THREE.Geometry();
  var material = new THREE.SpriteCanvasMaterial({
    color: 0xffffff,
    program: function ( context ) {
      context.beginPath();
      context.arc( 0, 0, 0.4, 0, PI2, true );
      context.fill();
    }
  });


  var i = 0;
  for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
    for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
      particle = particles[ i ++ ] = new THREE.Sprite( material );
      particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
      particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
      scene.add(particle);

      if (i > 0) {
        geometry.vertices.push( particle.position );
      }
    }
  }

  renderer = new THREE.CanvasRenderer();
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(window.innerWidth, window.innerHeight);
  container.appendChild(renderer.domElement);
  stats = new Stats();
  container.appendChild( stats.dom );
  document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  //
  window.addEventListener( 'resize', onWindowResize, false );
}

function onWindowResize() {
  windowHalfX = window.innerWidth / 2;
  windowHalfY = window.innerHeight / 2;
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
}

function onDocumentMouseMove(event) {
  mouseX = event.clientX - windowHalfX;
  mouseY = event.clientY - windowHalfY;
}

function onDocumentTouchStart(event) {
  if (event.touches.length === 1) {
    event.preventDefault();
    mouseX = event.touches[ 0 ].pageX - windowHalfX;
    mouseY = event.touches[ 0 ].pageY - windowHalfY;
  }
}

function onDocumentTouchMove( event ) {
  if (event.touches.length === 1) {
    event.preventDefault();
    mouseX = event.touches[ 0 ].pageX - windowHalfX;
    mouseY = event.touches[ 0 ].pageY - windowHalfY;
  }
}

function animate() {
  requestAnimationFrame( animate );
  render();
  stats.update();
}

function render() {
  renderer.setClearColor( 0x07074e, 1);
  camera.position.x += ( mouseX - camera.position.x ) * .05;
  camera.position.y += ( - mouseY - camera.position.y ) * .05;
  camera.lookAt( scene.position );
  var i = 0;
  for (var ix = 0; ix < AMOUNTX; ix++) {
    for (var iy = 0; iy < AMOUNTY; iy++) {
      particle = particles[i++];
      particle.position.y = (Math.sin((ix + count) * 0.3) * 50) + (Math.sin((iy + count) * 0.5) * 50);
      particle.scale.x = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 4 + (Math.sin((iy + count) * 0.5) + 1) * 4;
    }
  }
  renderer.render(scene, camera);
  count += 0.1;
}

init();
animate();