[英]Move a sprite along a particular direction cocos2d
I want to move a sprite along a particular direction until next keypress in cocos2d. 我想沿着特定方向移动精灵,直到在cocos2d中下一次按键。
The code to handle a keypress is as follows, 处理按键的代码如下,
def on_key_press(self, symbol, modifiers):
if symbol == key.LEFT:
DIRECTION="left"
before=self.player.position
height=self.player.position[1]
width=self.player.position[0]-1
self.player.position=width,height
self.player.rotation=-90
if(height>=600 or height<=0):
print ("you lose)
if(width>=800 or width<=0):
print ("you lose)
elif symbol == key.RIGHT:
DIRECTION="right"
before=self.player.position
height=self.player.position[1]
width=self.player.position[0]+1
self.player.position=width,height
self.player.rotation=90
if(height>=600 or height<=0):
print ("you lose)
if(width>=800 or width<=0):
print ("you lose")
...
I tried this function which calls the above function to keep the sprite moving along a direction, 我尝试了此函数,该函数调用上面的函数以保持精灵沿一个方向移动,
def keep_going(self,DIRECTION):
if(DIRECTION=="left"):
self.on_key_press(key.LEFT,512)
...
but the sprite easily goes beyond the screen boundaries, Is there a way to make the sprite move along the direction in a controlled fashion? 但精灵容易超越屏幕边界,是否有办法使精灵以受控方式沿方向移动?
How do you call the function keep_going
? 您如何调用函数
keep_going
? If it's in a simple loop, then it gets called too often and the sprite probably moves so fast that it disappears instantly. 如果它处于一个简单的循环中,则它会被调用得太多,并且精灵可能移动得如此之快,以至于立即消失。
I assume here that self
in your code is some layer. 我在这里假设代码中的
self
是某一层。 You can change the signature of the function to def keep_going(self, dt, DIRECTION)
and then, for example in the layer's constructor, call self.schedule_interval(self.keep_going, 0.1, 'left')
to update the sprite's position 10 times in a second. 您可以将函数的签名更改为
def keep_going(self, dt, DIRECTION)
,然后例如在图层的构造函数中,调用self.schedule_interval(self.keep_going, 0.1, 'left')
以将精灵的位置更新10次一秒钟。
Another possibility is to use the schedule function which schedules a function to be run constantly, not in fixed intervals. 另一种可能性是使用调度功能,该功能调度要恒定而不是固定间隔运行的功能。 In that case you have to modify your function more.
在这种情况下,您必须更多地修改功能。 I suggest setting a velocity to the sprite based on input, and then computing the new position in pixels.
我建议根据输入为子画面设置速度,然后以像素为单位计算新位置。 There's a good example in the cocos package in samples/balldrive_toy_game/balldrive_toy_game.py
在cocos包中的sample / balldrive_toy_game / balldrive_toy_game.py中有一个很好的例子。
If you want to use actions, Move action is good for this. 如果要使用动作,则“ 移动动作”非常有用。
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