pygame - 按住按钮

eat*_*mon 1 python keyboard pygame key

我找到了一个解决方案,当你按住一个键时,可以移动精灵.问题在于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()
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问题是while keystate块.必须针对每个方向重复,并且需要在每个块中更新游戏世界.这是需要复制相同代码的五个地方....如果没有按下一个键,则加上4个方向.我可以将它包装在一个函数中,但我想知道是否有更好的方法来处理按下pygame中的按钮.

pmo*_*eri 5

pygame中常用的方法是使用事件来更新方向,然后在事件外写入更新位置代码,这样就不需要复制代码了.

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
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如果你想要,你可以用keystate实现相同的功能,在这种情况下你不需要处理关键事件.