[英]pygame_sdl2 - app is crashing on mobile during pygame.mouse.get_pressed()
I am developing a game for android with pygame
and pygame_sdl2
, and rapt
for deploy. 我开发的Android游戏
pygame
和pygame_sdl2
,并rapt
的部署。
Currently, the game is at a very first stage of development. 目前,该游戏还处于开发的第一阶段。
I have a joypad draw in the bottom left of my screen, and, when the mouse is pressed in the coordinates of the joypad's buttons, a character is moved according to the button durection. 我在屏幕的左下方绘制了一个游戏手柄,然后,当在游戏手柄的按钮坐标中按下鼠标时,将根据按钮的方向移动一个字符。 The mouse events are used as touch events as in this (working) example .
鼠标事件用作此(工作)示例中的触摸事件。
The problem is: the game is working on my laptop (I am using Ubuntu), but not on my mobile device. 问题是:游戏可以在我的笔记本电脑上运行(我正在使用Ubuntu),但不能在移动设备上运行。 When I start the game, everything shows up as expected, but as soon as I touh the screen (no matter if it's on the buttons or somewhere else), the app goes in background.
当我开始游戏时,一切都会按预期显示,但是一旦我触摸屏幕(无论它在按钮上还是其他地方),该应用程序就会在后台运行。
My game is in a public github repo if you want to see the whole code (everything relevant is in the main.py
file). 如果您想查看整个代码,则我的游戏在公共github存储库中(所有相关内容都在
main.py
文件中)。
I think the error is triggered by the call to pygame.mouse.get_pressed()
. 我认为错误是由
pygame.mouse.get_pressed()
的调用触发的。
Here is some relevant code which hopefully would help in understanding the problem. 这是一些相关的代码,希望可以帮助您理解问题。
Joypad class (btn_pressed method) Joypad类(btn_pressed方法)
def btn_pressed(self, mouse_event):
# check if left mouse is being pressed
if pygame.mouse.get_pressed()[0]:
x, y = mouse_event.pos
if self.btn_up.rect.collidepoint(x, y):
return 'UP'
elif self.btn_down.rect.collidepoint(x, y):
return 'DOWN'
elif self.btn_left.rect.collidepoint(x, y):
return 'LEFT'
elif self.btn_right.rect.collidepoint(x, y):
return 'RIGHT'
Character class (move method) 角色类(移动方法)
def move(self, joypad_direction):
"""
move the character
to be used along with Joypad.btn_pressed returns
('UP', 'DOWN' 'LEFT', 'RIGHT')
"""
self.dx = 0
self.dy = 0
# check for horizontal move
if joypad_direction == 'LEFT':
self.dx = -self.speed
self.rect.move_ip(-self.speed, 0)
if joypad_direction == 'RIGHT':
self.dx = +self.speed
self.rect.move_ip(self.speed, 0)
self.dx = 0
# check for vertical move
if joypad_direction == 'UP':
self.dy = -self.speed
self.rect.move_ip(0, -self.speed)
if joypad_direction == 'DOWN':
self.dy = +self.speed
self.rect.move_ip(0, self.speed)
self.dy = 0
main loop 主循环
while True:
ev = pygame.event.wait()
# If not sleeping, draw the screen.
if not sleeping:
hero.move(joypad.btn_pressed(ev))
screen.fill((0, 0, 0, 255))
joypad.buttons.draw(screen)
if x is not None:
screen.blit(hero.image, (x, y))
pygame.display.flip()
As explained in the comments, there was an issue in my main loop. 如评论中所述,我的主循环中存在一个问题。
I simply had to change my code from: 我只需要更改以下代码即可:
if not sleeping:
if not sleeping:
hero.move(joypad.btn_pressed(ev))
to: 至:
if not sleeping:
if ev.type == pygame.MOUSEMOTION or ev.type == pygame.MOUSEBUTTONUP:
hero.move(joypad.btn_pressed(ev))
so that "Joypad class (btn_pressed method)" does not get an error when calling x, y = mouse_event.pos
when the event was (eg) QUIT, thus not returning any coordinates (see also the image belowe taken from the pygame's event documentation page ). 这样,当事件为(例如)QUIT时,调用
x, y = mouse_event.pos
时,“ Joypad类(btn_pressed方法)”不会出错,因此不返回任何坐标(另请参见以下来自pygame事件文档的图像)页 )。
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