我刚刚开始使用 Pygame,目前正在尝试一些基本的移动功能。
当我尝试将运动条件编码到对象类而不是游戏循环中时,我遇到了问题。
我的第一次尝试如下:
类.py:
import pygame, sys
from pygame.locals import *
class GameObject:
def __init__(self, image, height, speed):
self.speed = speed
self.image = image
self.pos = image.get_rect().move(0, height) #initial placement
def move_south(self):
self.pos = self.pos.move(0, self.speed)
if self.pos.right > 600:
self.pos.left = 0
def move_east(self):
self.pos = self.pos.move(self.speed , 0)
if self.pos.right > 600:
self.pos.left = 0
main.py:
import pygame, sys
from pygame.locals import *
from classes import *
screen = pygame.display.set_mode((640, 480))
#Importing Chars
player = pygame.image.load('green_hunter_small.png').convert()
#player.set_alpha(100) #makes whole player transparent
player.set_colorkey((0,0,0)) #sets background colour to transparent
ennemi = pygame.image.load('red_hunter_small.png').convert()
ennemi.set_colorkey((0,0,0))
background = pygame.image.load('grass_map_640x640.png').convert()
screen.blit(background, (0, 0))
objects = []
objects.append(GameObject(player, 80, 0))
for x in range(2): #create 2 objects
o = GameObject(ennemi, x*40, 0)
objects.append(o)
while True:
for event in pygame.event.get(): #setting up quit
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_DOWN:
for o in objects:
screen.blit(background, o.pos, o.pos) #erases players by bliting bg
for o in objects:
o.speed = 4
o.move_south() #moves player
o.speed = 0
screen.blit(o.image, o.pos) #draws player
if event.key == K_RIGHT:
for o in objects:
screen.blit(background, o.pos, o.pos) #erases players by bliting bg
for o in objects:
o.speed = 4
o.move_east() #moves player
o.speed = 0
screen.blit(o.image, o.pos) #draws player
pygame.display.update()
pygame.time.delay(50)
我的第二次尝试是 dp,但没有成功:
类.py:
import pygame, sys
from pygame.locals import *
class GameObject:
def __init__(self, image, height, speed):
self.speed = speed
self.image = image
self.pos = image.get_rect().move(0, height) #initial placement
def move_south(self):
self.pos = self.pos.move(0, self.speed)
if self.pos.right > 600:
self.pos.left = 0
def move_east(self):
self.pos = self.pos.move(self.speed , 0)
if self.pos.right > 600:
self.pos.left = 0
def move(self):
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_DOWN:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 4
self.move_south() #moves player
self.speed = 0
if event.key == K_RIGHT:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 4
self.move_east() #moves player
self.speed = 0
screen.blit(self.image, self.pos) #draws player
main.py:
import pygame, sys
from pygame.locals import *
from classes import *
screen = pygame.display.set_mode((640, 480))
#Importing Chars
player = pygame.image.load('green_hunter_small.png').convert()
#player.set_alpha(100) #makes whole player transparent
player.set_colorkey((0,0,0)) #sets background colour to transparent
ennemi = pygame.image.load('red_hunter_small.png').convert()
ennemi.set_colorkey((0,0,0))
background = pygame.image.load('grass_map_640x640.png').convert()
screen.blit(background, (0, 0))
objects = []
objects.append(GameObject(player, 80, 0))
for x in range(2): #create 2 objects
o = GameObject(ennemi, x*40, 0)
objects.append(o)
while True:
for event in pygame.event.get(): #setting up quit
if event.type == QUIT:
pygame.quit()
sys.exit()
for o in objects:
o.move()
pygame.display.update()
pygame.time.delay(50)
因此,代码似乎很难从实例中检查事件循环。我想将运动编码为一种方法而不是直接在 main 中编码的原因是为了节省空间并使以后添加字符更容易。
最佳答案
您的代码存在竞争条件(非常宽松地使用该术语)。
你的角色没有移动的原因是第一个pygame.event.get
调用(当你检查QUIT
事件时)消耗了所有队列中的 >KEYDOWN
事件。然后(除非您在第一个循环运行时设法按下某个键),当第一个 GameObject
检查事件时,队列中没有 KEYDOWN
事件。 Diddo 适用于所有其他 GameObjects
。
您需要在一个循环中处理所有 pygame 事件。示例代码:
class GameObject():
#rest of class
def move(self,event):
if event.key == K_DOWN:
screen.blit(background, self.pos, self.pos) #erases players by bliting bg
self.speed = 4
self.move_south() #moves player
self.speed = 0
#repeat for all other directions
screen.blit(self.image, self.pos) #draws player
#initialize objects
while True:
for event in pygame.event.get():
if event.type == QUIT: #handle quit event
elif event.type == KEYDOWN:
for o in objects:
o.move(event)
#do non-eventhandling tasks.
关于python - Pygame似乎 "avoid"循环,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/36810544/