2017-04-01 59 views
0

正如我的标题中明显指出的那样,为什么我的精灵只会每按一次按键,(而不是按住按键时移动)。顺便说一下,真的很抱歉,您将无法当我移除阻止你走进墙壁的所有块以允许它适合字符限制(30000)时,正确运行它。这里是我的代码:在pygame中,为什么我不能在按住按钮的同时逐渐移动我的精灵?

import pygame 
from pygame.locals import* 
import pygame 
#initialise pygame 
pygame.init() 

WHITE = (255,255,255) 

start_in_bed = 0 
#counts which sprite you should be on when running 

#create screen 
screen_width = 160 
screen_height = 144 
screen_multiplier = 4 
screen = pygame.display.set_mode(((screen_width*screen_multiplier),(screen_height*screen_multiplier))) 
pygame.display.set_caption('Pokemon Blood Red') 

#Sprite stuff 
sprite = pygame.image.load('player_south_still.png') 
#Reform the sprite 
sprite = pygame.transform.scale(sprite, (10*screen_multiplier, 14*screen_multiplier)) 
sprite.set_colorkey(WHITE) 

class Player(pygame.sprite.Sprite): 

    def __init__(self): 
     super(Player, self).__init__() 
     self.player_sprite = pygame.Surface((10*screen_multiplier, 14*screen_multiplier)) 
     self.player_sprite.fill(WHITE) 
     self.rect = self.player_sprite.get_rect() 
     self.rect.x = 160/2 
     self.rect.y = 144/2 

class Blocks(pygame.sprite.Sprite): 

    def __init__(self, width, height): 
     super(Blocks, self).__init__() 
     block_width = width 
     self.image = pygame.Surface([width, height]) 
     self.image.fill(WHITE) 
     self.rect = self.image.get_rect() 
     self.block_width = width 
     self.block_height = height 
####################################################################### 

#Create all blockades ever 

player = Player() 
player.rect.x = (126*screen_multiplier) 
player.rect.y = (100*screen_multiplier) 

nt_trees_left = Blocks(15*screen_multiplier, 144*screen_multiplier) 
nt_trees_left.rect.x = 0*screen_multiplier 
nt_trees_left.rect.y = 0*screen_multiplier 
screen.blit(nt_trees_left.image, (nt_trees_left.rect.x, nt_trees_left.rect.y)) 

nt_trees_top = Blocks(160*screen_multiplier, 14*screen_multiplier) 
nt_trees_top.rect.x = 33*screen_multiplier 
nt_trees_top.rect.y = 0*screen_multiplier 
screen.blit(nt_trees_top.image, (nt_trees_top.rect.x, nt_trees_top.rect.y)) 

laboratory = Blocks(50*screen_multiplier, 46*screen_multiplier) 
laboratory.rect.x = 98*screen_multiplier 
laboratory.rect.y = 0*screen_multiplier 
screen.blit(laboratory.image, (laboratory.rect.x, laboratory.rect.y)) 

nt_trees_right = Blocks(15*screen_multiplier, 72*screen_multiplier) 
nt_trees_right.rect.x = 148*screen_multiplier 
nt_trees_right.rect.y = 0*screen_multiplier 
screen.blit(nt_trees_right.image, (nt_trees_right.rect.x, nt_trees_right.rect.y)) 

nt_trees_right_bottom = Blocks(15*screen_multiplier, 65*screen_multiplier) 
nt_trees_right_bottom.rect.x = 148*screen_multiplier 
nt_trees_right_bottom.rect.y = 91*screen_multiplier 
screen.blit(nt_trees_right_bottom.image, (nt_trees_right_bottom.rect.x, nt_trees_right_bottom.rect.y)) 

nt_trees_bottom = Blocks(160*screen_multiplier, 14*screen_multiplier) 
nt_trees_bottom.rect.x = 0*screen_multiplier 
nt_trees_bottom.rect.y = 128*screen_multiplier 
screen.blit(nt_trees_bottom.image, (nt_trees_bottom.rect.x, nt_trees_bottom.rect.y)) 

nt_player_house = Blocks(20*screen_multiplier, 22*screen_multiplier) 
nt_player_house.rect.x = 38*screen_multiplier 
nt_player_house.rect.y = 53*screen_multiplier 
screen.blit(nt_player_house.image, (nt_player_house.rect.x, nt_player_house.rect.y)) 

nt_friend_house = Blocks(20*screen_multiplier, 22*screen_multiplier) 
nt_friend_house.rect.x = 70*screen_multiplier 
nt_friend_house.rect.y = 53*screen_multiplier 
screen.blit(nt_friend_house.image, (nt_friend_house.rect.x, nt_friend_house.rect.y)) 

################################################################################ 

home_upstairs_back_wall = Blocks(78*screen_multiplier, 35*screen_multiplier) 
home_upstairs_back_wall.rect.x = 0 
home_upstairs_back_wall.rect.y = 10*screen_multiplier 
screen.blit(home_upstairs_back_wall.image, (home_upstairs_back_wall.rect.x, home_upstairs_back_wall.rect.y)) 

home_upstairs_back_back_wall = Blocks(78*screen_multiplier, 24*screen_multiplier) 
home_upstairs_back_back_wall.rect.x = 80*screen_multiplier 
home_upstairs_back_back_wall.rect.y = 10*screen_multiplier 
screen.blit(home_upstairs_back_back_wall.image, (home_upstairs_back_back_wall.rect.x, home_upstairs_back_back_wall.rect.y)) 

home_upstairs_tree = Blocks(15*screen_multiplier, 42*screen_multiplier) 
home_upstairs_tree.rect.x = 0*screen_multiplier 
home_upstairs_tree.rect.y = 96*screen_multiplier 
screen.blit(home_upstairs_tree.image, (home_upstairs_tree.rect.x, home_upstairs_tree.rect.y)) 

home_upstairs_left_wall = Blocks(1*screen_multiplier, 144*screen_multiplier) 
home_upstairs_left_wall.rect.x = 0*screen_multiplier 
home_upstairs_left_wall.rect.y = 0*screen_multiplier 
screen.blit(home_upstairs_left_wall.image, (home_upstairs_left_wall.rect.x, home_upstairs_left_wall.rect.y)) 

home_upstairs_right_wall = Blocks(1*screen_multiplier, 144*screen_multiplier) 
home_upstairs_right_wall.rect.x = 153*screen_multiplier 
home_upstairs_right_wall.rect.y = 0*screen_multiplier 
screen.blit(home_upstairs_right_wall.image, (home_upstairs_right_wall.rect.x, home_upstairs_right_wall.rect.y)) 

home_upstairs_bottom_wall = Blocks(160*screen_multiplier, 1*screen_multiplier) 
home_upstairs_bottom_wall.rect.x = 0*screen_multiplier 
home_upstairs_bottom_wall.rect.y = 130*screen_multiplier 
screen.blit(home_upstairs_bottom_wall.image, (home_upstairs_bottom_wall.rect.x, home_upstairs_bottom_wall.rect.y)) 

home_upstairs_banister = Blocks(22*screen_multiplier, 5*screen_multiplier) 
home_upstairs_banister.rect.x = 131*screen_multiplier 
home_upstairs_banister.rect.y = 62*screen_multiplier 
screen.blit(home_upstairs_banister.image, (home_upstairs_banister.rect.x, home_upstairs_banister.rect.y)) 
################################################################################ 
class Doors(pygame.sprite.Sprite): 

    def __init__(self, width, height): 
     super(Doors, self).__init__() 
     self.player_house_door = pygame.Surface((width, height)) 
     self.player_house_door.fill(WHITE) 
     self.rect = self.player_house_door.get_rect() 
     self.rect.x = 40*screen_multiplier 
     self.rect.y = 75*screen_multiplier  
player_house_door = Doors(8*screen_multiplier, 2*screen_multiplier) 

player_group = pygame.sprite.Group() 
player_group.add(player) 

inside_house_door = Doors(22*screen_multiplier, 18*screen_multiplier) 
inside_house_door.rect.x = 80*screen_multiplier 
inside_house_door.rect.y = 13*screen_multiplier 
screen.blit(inside_house_door.player_house_door, (inside_house_door.rect.x, inside_house_door.rect.y)) 

extra_door = Doors(8*screen_multiplier, 2*screen_multiplier) 
################################################################################ 

place = 3 
def area_load():   
    global background 

    if place == 0: 
     global start_in_bed 
     if start_in_bed == 0: 
      player.rect.x = 126*screen_multiplier 
      player.rect.y = 105*screen_multiplier 
      sprite = pygame.image.load('player_south_still.png') 
     else: 
      player.rect.x = 110*screen_multiplier 
      player.rect.y = 50*screen_multiplier 
      sprite = pygame.image.load('player_west_still.png') 
     inside_house_door.rect.x = 130*screen_multiplier 
     inside_house_door.rect.y = 50*screen_multiplier 
     sprite = pygame.image.load('player_west_still.png') 
     background = pygame.image.load('player_house_upstairs.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
     screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
    if place == 1: 
     start_in_bed += 1 
     inside_house_door.rect.x = 110*screen_multiplier 
     inside_house_door.rect.y = 24*screen_multiplier 
#Player rect.x and rect.y are determined in collisions of doors so you end up at the right place 
     player_house_door.rect.x = 73*screen_multiplier 
     player_house_door.rect.y = 130*screen_multiplier 
     door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     if door_enter: 
      while door_enter: 
       player.rect.y -= 1*screen_multiplier 
       door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     background = pygame.image.load('player_house_bottom.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
    if place == 2: 
     player_house_door.rect.x = 40*screen_multiplier 
     player_house_door.rect.y = 75*screen_multiplier 
     background = pygame.image.load('neuory_town.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
    if place == 3: 
     player.rect.x = (70*screen_multiplier) 
     player.rect.y = (112*screen_multiplier) 
     inside_house_door.rect.x = 70*screen_multiplier 
     inside_house_door.rect.y = 133*screen_multiplier 
     extra_door.rect.x = 114*screen_multiplier 
     extra_door.rect.y = 47*screen_multiplier 
     sprite = pygame.image.load('player_north_still.png') 
     background = pygame.image.load('lab.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
area_load() 





####################################################################### 


#Random variables for later use 

pygame.init() 

amount_caught = 0 
catch1 = {'pokemon':'none', 
      'hp':0, 
      'attack':0, 
      'defence':0, 
      'sp_attack':0, 
      'sp_defence':0,} 

(x) = 160*0.45 
(y) = 144*0.45 
def caught(): 
    if amount_caught == 0: 
     pass 
     #catch1 values are equal to wild one's 

#Mainloop 
crashed = False 
while not crashed: 

    x_change = 0 
    y_change = 0 

    #Different buttons 
    for event in pygame.event.get(): 
     if event.type == pygame.QUIT: 
      crashed = True 
      pygame.quit() 
     elif event.type == pygame.KEYDOWN: 
      if event.key == pygame.K_LEFT: 
       x_change = -3*screen_multiplier 
       player.rect.x += x_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
       sprite = pygame.image.load('player_west_still.png') 
      elif event.key == pygame.K_RIGHT: 
       x_change = 3*screen_multiplier 
       player.rect.x += x_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
       sprite = pygame.image.load('player_east_still.png') 
      elif event.key == pygame.K_UP:  
       y_change = -3*screen_multiplier 
       player.rect.y += y_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 

       sprite = pygame.image.load('player_north_still.png') 
      elif event.key == pygame.K_DOWN: 
       y_change = 3*screen_multiplier 
       player.rect.y += y_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
       sprite = pygame.image.load('player_south_still.png') 
     elif event.type == pygame.KEYUP: 
      if event.key == pygame.K_LEFT: 
       x_change = 0 
      elif event.key == pygame.K_RIGHT: 
       x_change = 0 
      elif event.key == pygame.K_UP: 
       y_change = 0 
      elif event.key == pygame.K_DOWN: 
       y_change = 0  
    x += x_change 
    y += y_change 
    player.rect.x += x_change 
    player.rect.y += y_change 
    #Check for collisions 
    hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
    if place == 3: 
     door_enter = pygame.sprite.spritecollide(inside_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = 100*screen_multiplier 
      player.rect.y = 50*screen_multiplier 
      place = 2   
      area_load()  
    elif place == 2: 
     door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = 70*screen_multiplier 
      player.rect.y = 110*screen_multiplier 
      place = 1   
      area_load() 
     door_enter = pygame.sprite.spritecollide(extra_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = 70*screen_multiplier 
      player.rect.y = 110*screen_multiplier 
      place = 3   
      area_load() 
    elif place == 1: 
     door_enter = pygame.sprite.spritecollide(inside_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = (38*screen_multiplier) 
      player.rect.y = (80*screen_multiplier) 
      place = 0 
      sprite = pygame.image.load('player_east_still.png') 
      if start_in_bed != 0: 
       player.rect.x = 130*screen_multiplier 
       player.rect.y = 30*screen_multiplier 

      area_load() 

     door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     if door_enter: 
      print('outside door') 
      player.rect.x = (38*screen_multiplier) 
      player.rect.y = (80*screen_multiplier) 
      place = 2 
      sprite = pygame.image.load('player_north_still.png') 
      area_load() 
    elif place == 0: 
     door_enter = pygame.sprite.spritecollide(inside_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      place = 1 
      player.rect.y = 25*screen_multiplier 
      player.rect.x = 132*screen_multiplier 
      area_load() 

    if place == 0: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier*2, 14*screen_multiplier*2)) 
    elif place == 1: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier*2, 14*screen_multiplier*2)) 
    elif place == 3: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier*2, 14*screen_multiplier*2)) 
    else: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier, 14*screen_multiplier)) 
    #Draw everything 
    screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
    screen.blit(background, (0, 0)) 
    #screen.blit(lab_bottom_left_fridges.image, (lab_bottom_left_fridges.rect.x, lab_bottom_left_fridges.rect.y)) 
    sprite.set_colorkey(WHITE) 
    screen.blit(sprite,(player.rect.x,player.rect.y)) 


    pygame.display.flip() 
pygame.quit()  

感谢您的帮助!

+1

这是太多的代码为stackoverflow。在将它发布到此处之前,您应该将代码减少到绝对[最小值](http://stackoverflow.com/help/mcve)。我还建议在http://codereview.stackexchange.com上发布代码,因为有很大的改进潜力。与stackoverflow相比,您应该将所有代码发布到那里,并且还必须确保其正常工作。看起来你需要一个[有限状态机](https://www.reddit.com/r/pygame/comments/3kghhj/simple_state_machine_example/)在不同的场景之间切换。 – skrx

回答

1

不幸的是,在pygame的keydown事件中,它只显示在按下按键的框架上,并且在释放按键的框架上触发了按键事件。你必须实现自己的逻辑才能使这项工作对你有益。我建议一个简单的布尔开关。 例子:

if event.type == KEYDOWN: 
    if event.key == K_LEFT: 
      moveLeft = true 
elif event.type == KEYUP: 
    if event.key == K_LEFT: 
      moveLeft = false 

if moveLeft: 
    player.rect.x = player.rect.x - 1 

使用这种方法,moveLeft将只要左键不放,将不再是真实的,只要它被释放是真的。你可以在任何需要的地方应用相同的逻辑。

1

您还可以选择使用pygame.key.get_pressed()。例如:

key_pressed = pygame.key.get_pressed() 
if key_pressed[pygame.K_UP]: 
    # move something up 
if key_pressed[pygame.K_LEFT]: 
    # move something left 
if key_pressed[pygame.K_DOWN]: 
    # move something down 
if key_pressed[pygame.K_RIGHT]: 
    # move something right 

Per the documentation,调用pygame.key.get_pressed()

“则返回表示键盘上的每个键的状态的布尔值的序列”

换句话说,调用这个函数不依赖pygame事件发生(如key_down或key_up)。数组始终知道密钥是关闭还是关闭。

相关问题