python - Pygame - 如何让我的用户更改他们的输入键? (自定义键绑定(bind))

标签 python pygame key custom-controls

我正在尝试制作游戏并希望用户更改他们的输入键,例如他们按下 A 键,这会将 MoveUp 变量更改为 A 键,这样当他们在游戏中按下 A 键时,他们就会向上移动。任何帮助或建议将不胜感激。

global MoveUp   # MoveUp = pygame.K_UP
while not Fin:
    for event in pygame.event.get():
        pressed = pygame.key.pressed()
        if event.type == pygame.KEYDOWN:
            MoveUp = pressed
            KeysLoop()

这段代码目前的问题是它给了我一个对应于按下的键的列表,我需要一个键标识符以便我可以使用 MoveUp 稍后移动我的 Sprite 。

最佳答案

您可以创建一个字典,将 Action 名称作为字典键,将 pygame 键(pygame.K_LEFT 等)作为值。例如:

input_map = {'move right': pygame.K_d, 'move left': pygame.K_a}

这允许您将其他 pygame 键分配给这些操作(在您的分配菜单的事件循环中):

if event.type == pygame.KEYDOWN:
    # Assign the pygame key to the action in the keys dict.
    input_map[selected_action] = event.key

然后,在主 while 循环中,您可以使用 Action 名称来检查是否按下了相应的键盘键:

pressed_keys = pygame.key.get_pressed()
if pressed_keys[input_map['move right']]:

在下面的示例中,您可以通过单击 ESCAPE 键访问 assignment_menu。它是一个单独的函数,有自己的 while 循环,我在其中创建了一个 Action 表和你可以用鼠标选择的 pygame 键。如果选择了一个 Action 并且用户按下了一个键,我会更新 input_map 字典并在用户再次按下 Esc 时将其返回到主游戏函数。

import sys
import pygame as pg


pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
FONT = pg.font.Font(None, 40)

BG_COLOR = pg.Color('gray12')
GREEN = pg.Color('lightseagreen')


def create_key_list(input_map):
    """A list of surfaces of the action names + assigned keys, rects and the actions."""
    key_list = []
    for y, (action, value) in enumerate(input_map.items()):
        surf = FONT.render('{}: {}'.format(action, pg.key.name(value)), True, GREEN)
        rect = surf.get_rect(topleft=(40, y*40+20))
        key_list.append([surf, rect, action])
    return key_list


def assignment_menu(input_map):
    """Allow the user to change the key assignments in this menu.

    The user can click on an action-key pair to select it and has to press
    a keyboard key to assign it to the action in the `input_map` dict.
    """
    selected_action = None
    key_list = create_key_list(input_map)
    while True:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                pg.quit()
                sys.exit()
            elif event.type == pg.KEYDOWN:
                if selected_action is not None:
                    # Assign the pygame key to the action in the input_map dict.
                    input_map[selected_action] = event.key
                    selected_action = None
                    # Need to re-render the surfaces.
                    key_list = create_key_list(input_map)
                if event.key == pg.K_ESCAPE:  # Leave the menu.
                    # Return the updated input_map dict to the main function.
                    return input_map
            elif event.type == pg.MOUSEBUTTONDOWN:
                selected_action = None
                for surf, rect, action in key_list:
                    # See if the user clicked on one of the rects.
                    if rect.collidepoint(event.pos):
                        selected_action = action

        screen.fill(BG_COLOR)
        # Blit the action-key table. Draw a rect around the
        # selected action.
        for surf, rect, action in key_list:
            screen.blit(surf, rect)
            if selected_action == action:
                pg.draw.rect(screen, GREEN, rect, 2)

        pg.display.flip()
        clock.tick(30)


def main():
    player = pg.Rect(300, 220, 40, 40)
    # This dict maps actions to the corresponding key scancodes.
    input_map = {'move right': pg.K_d, 'move left': pg.K_a}

    done = False
    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            elif event.type == pg.KEYDOWN:
                if event.key == pg.K_ESCAPE:  # Enter the key assignment menu.
                    input_map = assignment_menu(input_map)

        pressed_keys = pg.key.get_pressed()
        if pressed_keys[input_map['move right']]:
            player.x += 3
        elif pressed_keys[input_map['move left']]:
            player.x -= 3

        screen.fill(BG_COLOR)
        pg.draw.rect(screen, GREEN, player)

        pg.display.flip()
        clock.tick(30)


if __name__ == '__main__':
    main()
    pg.quit()

关于python - Pygame - 如何让我的用户更改他们的输入键? (自定义键绑定(bind)),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47855725/

相关文章:

python - pygame.K_RETURN 和 pygame.K_BACKSPACE 输出一个 block

python - 通过 DFs 列上的条件将权重列添加到 pandas DF

python - 在centos 6上安装tree.io

python - 使用 pandas 根据行值将列转换为行

python - 计数向量化器() : StreamBackedCorpusView' object has no attribute 'lower'

python - 检查字典值的范围

python - 尝试在程序启动后立即播放音乐

python - (索引错误: list index out of range) My for loop is giving me an error?

ios - 无法访问字典中的键

c++ - 二维角色的 move 仅在一个方向上有效