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.
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.