import pygame
import os
import random from pygame.locals import * # Constants
import math
import sys
import random
pygame.init()
screen=pygame.display.set_mode((1280,720)) #(length,height)
screen_rect=screen.get_rect()
background = pygame.Surface(screen.get_size())
background.fill((255,255,255)) # fill the background white
White = (255,255,255)
background = pygame.image.load('stage.png').convert()
screen.blit(background, (0, 0))
class Player(pygame.sprite.Sprite):
def __init__(self):
self.rect = pygame.draw.rect(screen, (0,0,128), (50,560,50,25)) #(colour)(x-position,y-position,width,height)
self.dist = 100
def draw_rect(self,x,y): # This is my code which should make the player move
screen.blit(background, (0, 0)) #If this isn't included then when the rectangle moves it's old positon will still be on the screen
self.rect = self.rect.move(x*self.dist, y*self.dist); pygame.draw.rect(screen, (0, 0, 128), self.rect)
pygame.display.update()
def handle_keys(self): # code to make the character move when the arrow keys are pressed
for e in pygame.event.get():
if e.type == KEYDOWN:
key = e.key
if key == K_LEFT:
self.draw_rect(-0.5,0)
elif key == K_RIGHT:
self.draw_rect(0.5,0)
elif key == K_UP:
self.draw_rect(0,-0.5)
elif key == K_DOWN:
self.draw_rect(0,0.5)
elif key == K_SPACE:
self.draw_rect(2,-3)
if self.rect.right > 1400:
self.rect.right = 1400
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > 500:
self.rect.bottom = 500
if self.rect.top < 0:
self.rect.top = 0
player = Player()
class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
x = random.randint(50,450)
self.rect = pygame.draw.rect(screen, (128,0,0), (300,x,50,25))
enemy = Enemy()
pygame.display.flip() #updates the whole screen
def main(): #my main loop
while True:
player.handle_keys()
for event in pygame.event.get
if event.type == pygame.QUIT:
running = False
if __name__ == '__main__': main()
答案 0 :(得分:0)
您正在使用播放器的handle_keys
方法检查按键事件。任何按键事件仅注册一次,直到下一次按键。您想使用pygame.key.get_pressed()
来返回给定时刻所有按下的键的字典。我已经为您修复了该问题,并整理了一下代码。您可能要考虑使用延迟或pygame的内置Clock
类来控制帧频。如果您注意到了,由于您更新帧的速度很快,我不得不将您的移动更改为很小的数字(从0.5更改为0.05)。添加time.sleep()
或pygame时钟会解决此问题。
import pygame
import os
import random
from pygame.locals import * # Constants
import math
import sys
import random
pygame.init()
screen=pygame.display.set_mode((1280,720)) #(length,height)
screen_rect=screen.get_rect()
background = pygame.Surface(screen.get_size())
background.fill((255,255,255)) # fill the background white
White = (255,255,255)
class Player(pygame.sprite.Sprite):
def __init__(self):
self.rect = pygame.draw.rect(screen, (0,0,128), (50,560,50,25)) #(colour)(x-position,y-position,width,height)
self.dist = 100
def draw_rect(self,x,y): # This is my code which should make the player move
screen.blit(background, (0, 0)) #If this isn't included then when the rectangle moves it's old positon will still be on the screen
self.rect = self.rect.move(x*self.dist, y*self.dist); pygame.draw.rect(screen, (0, 0, 128), self.rect)
pygame.display.update()
def handle_keys(self): # code to make the character move when the arrow keys are pressed
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.draw_rect(-0.05,0)
elif keys[K_RIGHT]:
self.draw_rect(0.05,0)
elif keys[K_UP]:
self.draw_rect(0,-0.05)
elif keys[K_DOWN]:
self.draw_rect(0,0.05)
elif keys[K_SPACE]:
self.draw_rect(2,-3)
if self.rect.right > 1400:
self.rect.right = 1400
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > 500:
self.rect.bottom = 500
if self.rect.top < 0:
self.rect.top = 0
class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
x = random.randint(50,450)
self.rect = pygame.draw.rect(screen, (128,0,0), (300,x,50,25))
player = Player()
enemy = Enemy()
def main(): #my main loop
running = True
while running:
player.handle_keys()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.flip() #updates the whole screen
if __name__ == '__main__': main()