Pygame关键事件正在发布,其他事件正在保留

时间:2019-02-18 17:42:18

标签: python-3.x animation pygame

我正在寻找的是平滑的精灵动画,在它们之间有过渡动画。而不是主要角色向左或向右闪烁然后进行动作动画,而是执行另一种转弯动画,然后继续。

所以我想让pygame KEYDOWN事件完成一项任务,然后让动画过去(我认为它是270〜毫秒,即60 fps时为16帧),然后我想让另一个动画重复播放只要按住按钮,而不必一遍又一遍地重复转换,这就是我目前所拥有的。 相关循环在这里:

while Playing:
dt = Clock.tick()/1000
keys=pygame.key.get_pressed()


for event in pygame.event.get():

    if event.type == QUIT:
        pygame.quit()

if event.type == KEYDOWN:


    if keys[K_RIGHT]:
        walkerspritesheet = WalkerStandToSlow_Right_List
        walkerxlocation += walkermovespeed
        if Walker_Counter == 16:
            walkerspritesheet = WalkerSlow_Right_List

    if keys[K_LEFT]:
        walkerspritesheet = WalkerStandToSlow_Left_List
        walkerxlocation -= walkermovespeed
        if Walker_Counter == 16:
            walkerspritesheet = WalkerSlow_Left_List

XXXXX_List变量是Sprite工作表切片的列表。在主while循环的更下方,它使用walkerspritesheet中包含的图像播放Walker的动画。 Walker_Counter是动画在60帧中的哪一帧。

谢谢,让我知道我是否缺少任何必要的信息。

1 个答案:

答案 0 :(得分:0)

我尝试创建一个最小的示例。当您按向右或向左箭头键时,子画面将移动。最初,精灵将变为浅色,然后变为深色。释放钥匙后,它将恢复为原始颜色。

Example animation

import pygame
pygame.init()

width = 320
height = 240
FPS = 30

clock = pygame.time.Clock()
screen = pygame.display.set_mode([width, height])

class Player(pygame.sprite.Sprite):
    def __init__(self, starting_position=(0,0)):
        pygame.sprite.Sprite.__init__(self)
        width, height = 10, 20
        self.color= pygame.Color("brown")
        self.image = pygame.Surface([width, height])
        self.image.fill(self.color)
        # Fetch the rectangle object that has the dimensions of the image
        self.rect = self.image.get_rect()
        #initialise position
        self.rect.center = starting_position
        self.velx = 0
        self.counter = 0

    def animate(self):
        if self.velx == 0:
            self.image.fill(self.color)  # reset to original image
        else:
            self.counter += 1  # increment counter
        if self.velx > 0:  # moving right
            if self.counter < 20:
                self.image.fill(pygame.Color("lightgreen"))
            else:
                self.image.fill(pygame.Color("darkgreen"))
        elif self.velx < 0:  # moving left
            if self.counter < 20:
                self.image.fill(pygame.Color("lightblue"))
            else:
                self.image.fill(pygame.Color("darkblue"))

    def stop(self):
        self.velx = 0
        self.counter = 0

    def move_left(self):
        self.velx -= 1

    def move_right(self):
        self.velx += 1        

    def update(self):
        self.animate()
        self.rect.x += self.velx
        # check bounds
        if not 0 < self.rect.x < (width - 20):
            self.rect.x -= self.velx  # out of bounds, undo movement

    def draw(self, screen):
        screen.blit(self.image, self.rect.center)

player = Player((50, 100))
done = False
# main loop
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_ESCAPE:
                done = True
            elif event.key == pygame.K_LEFT:
                player.move_left()
            elif event.key == pygame.K_RIGHT:
                player.move_right()
        elif event.type == pygame.KEYUP:
            if event.key in (pygame.K_LEFT, pygame.K_RIGHT):
                player.stop()

    # update sprite(s)
    player.update()
    #redraw screen
    screen.fill(pygame.Color("black")) # use black background
    # draw sprite
    player.draw(screen)
    # update screen
    pygame.display.update()
    clock.tick(FPS)
pygame.quit()
quit()

如果您有任何疑问,请告诉我。