我找到了一个解决方案,可以在您按住某个键时让 Sprite 移动。问题是它强制编写丑陋的重复代码。我找到的当前解决方案是:
for event in pygame.event.get():
if event.type == KEYDOWN:
keystate = pygame.key.get_pressed()
while keystate[K_RIGHT]:
screen.fill((255,255,255))
pygame.event.get()
for sprite in sprites:
rimage = sprite[1].getimage()
if sprite[2] is None:
x+=3
sprite[1].update(time)
screen.blit(rimage, (x,y))
if sprite[1].isfinished() == True:
sprite[1].reset()
last_dir = "right"
if x >= screen_width - rimage.get_width():
x = screen_width - rimage.get_width()
#update player sprite movement
#update player sprite animation
#update rest of game map
keystate = pygame.key.get_pressed()
time = pygame.time.get_ticks()
pygame.display.update()
问题是 while keystate block 。它必须针对每个方向重复,并且游戏世界需要在每个 while block 中更新。那是五个需要复制相同代码的地方……如果没有按下一个键,还有 4 个方向。我可以将它包装在一个函数中,但我想知道在 pygame 中是否有更好的方法来处理按住按钮的问题。
请您参考如下方法:
pygame程序中通常的方式是使用事件来更新方向,然后在事件之外编写更新位置代码,这样就不需要重复代码。
clock = pygame.time.Clock()
direction = (0,0)
while True: # main loop
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_RIGHT:
direction = (3, 0)
elif event.key == K_LEFT:
direction = (-3, 0)
elif event.key == K_UP:
direction = (0, 3)
elif event.key == K_DOWN:
direction = (0, -3)
else:
print "Unrecognized key"
if event.type == KEYUP:
direction = (0, 0)
screen.fill((255,255,255))
for sprite in sprites:
rimage = sprite[1].getimage()
if sprite[2] is None:
# Check if new position is inside the screen
new_pos = x + direction[0], y + direction[1]
if new_pos[0] + rimage.get_width() < screen_width:
x = new_pos[0]
if new_pos[1] + rimage.get_height() < screen_height:
y = new_pos[1]
# Draw the sprite
sprite[1].update(time)
screen.blit(rimage, (x,y))
if sprite[1].isfinished() == True:
sprite[1].reset()
last_dir = direction
#update player sprite movement
#update player sprite animation
#update rest of game map
time = pygame.time.get_ticks()
pygame.display.update()
clock.tick(40) # Keep game running at 40 fps
如果您愿意,您可以使用 keystate 实现相同的效果,在这种情况下您不需要处理按键事件。
