遇到障碍时,我开始改进代码。我的玩家角色可以跳跃,但不能左右移动。程序运行时好像没有语法错误。主要目的是试图使角色向左和向右移动
这是定义其属性和功能的播放器类
class player:
def __init__(self,x,y):
self.x = x
self.y = y
self.width = 64
self.height = 64
self.standing = True
self.left = False
self.right = True
self.vel = 15
self.jumping = False
self.jumpCount = 10
self.k = pygame.key.get_pressed()
def move(self,x,y):
if not self.standing:
if self.k[pygame.K_LEFT] and self.x > 0 - 150:
self.left = True
self.right = False
self.x -= self.vel
elif self.k[pygame.K_RIGHT] and self.x < 500 - 150 :
self.right = True
self.left = False
self.x += self.vel
else:
self.standing = True
主循环
run = True
wizard = player(25,320)
while run:#main game loop
pygame.time.delay(15)
for event in pygame.event.get():#loops through a list of keyboard or mouse events
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
wizard.jumping = True
wizard.move(wizard.x,wizard.y)
win.blit(bg,(0,0))
wizard.jump(wizard.y)
wizard.draw(win)
pygame.display.update()
pygame.quit()
答案 0 :(得分:1)
好的,某些代码似乎有些混乱。我认为最好将您的player
类作为一个向导来处理(这本身就是一个足够大的任务),并且您的主事件循环应注意用户输入。
主循环正在使用pygame.KEYDOWN
事件。如果您想要那种按下键,按下键的“键入”动作,那就很好了。但是,更自然的方法是简单地检查pygame.key.get_pressed()
,它返回所有按钮的状态。由于您的播放器已经保持了速度,因此请使用键状态来调整速度。
FPS=20
clock = pygame.time.Clock() # clock to limit the FPS
while run: #main game loop
#pygame.time.delay(15) # <-- No need to delay here, see FPS limit below
for event in pygame.event.get(): #loops through event list
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
wizard.goJump()
# Handle keys pressed
if ( keys[pygame.K_LEFT] ):
wizard.goLeft()
elif ( keys[pygame.K_RIGHT] ):
wizard.goRight()
# Update the player's position
#wizard.move(wizard.x,wizard.y)
wizard.update()
# redraw the screen
win.blit( bg, (0, 0) )
wizard.draw( win )
pygame.display.update()
# Update the window, but at a useful FPS
clock.tick_busy_loop( FPS )
pygame.quit()
因此,这意味着对player
进行了一些更改。我试图将所有“玩家处理”功能保留在播放器中,同时将所有用户输入的处理代码移到类之外。
class player:
def __init__(self,x,y):
self.x = x
self.y = y
self.width = 64
self.height = 64
#self.standing = True <-- Standing is "not self.jumping"
#self.left = False
#self.right = True
self.vel = 15 # current player speed
self.max_vel = 20 # Limit the player speed extremes
self.mix_vel = -20
self.jumping = False
self.jumpCount = 10
# self.k = pygame.key.get_pressed() <-- Don't handle events inside the player
def goLeft( self ):
""" Handle the user-input to move left """
self.vel -= 1
if ( self.vel <= self.min_vel ):
self.vel = self.min_vel
def goRight( self ):
""" Handle the user-input to move right """
self.vel += 1
if ( self.vel >= self.max_vel ):
self.vel = self.max_vel
def goJump( self ):
""" Handle the user-input to jump """
if ( self.jumping == False ):
self.jumping = True
print( "TODO: Handle Jumping" )
else:
print( "TODO: Already Jumping" )
def update( self ):
# Move the character left/right
self.x += self.vel # (+) velocity is right, (-) is left
# handle the progress of the jump
if ( self.jumping == True ):
print( "TODO: jump wizard - GO!" )
未实现跳转。一种实现方法是,不是简单地将self.jumping
记录为布尔值,而是存储跳转开始的毫秒时间。然后在player.update()
期间,使用实时差异使播放器在其(抛物线?)路径中上下移动。将player.jumptime
重置为零后,他们可以使向导再次跳转。
答案 1 :(得分:0)
问题是您的播放器类的self.k
只是创建播放器时按键的状态。尝试将self.k=pygame.key.get_pressed()
放在播放器的移动功能中。