[英]How do I fix my 'Jump'?
I am new to this website and pygame so bear with me. 我是这个网站和pygame的新手,所以请多多包涵。 I am experimenting with pygame and made a simple platformer.
我正在尝试pygame,并做了一个简单的平台游戏。 However, whenever I 'Jump', the block jumps frame by frame, so I have to hold down the spacebar.
但是,每当我“跳转”时,该块都会一帧跳,因此我必须按住空格键。 Any help would be greatly appreciated!
任何帮助将不胜感激! here is my code:
这是我的代码:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
x = 0
y = 490
width = 10
height = 10
vel = 5
pygame.key.set_repeat(1)
isjump = False
jumpcount = 10
while True:
pygame.time.delay(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x>vel-5:
x -= vel
if keys[pygame.K_d] and x < 500 - width:
x += vel
if not(isjump):
if keys[pygame.K_SPACE]:
isjump = True
else:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= (jumpcount ** 2) /2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
pygame.quit()
You are mixing your keyboard event handling with your jump-logic. 您正在将键盘事件处理与跳转逻辑混合在一起。 I've done two things, change the spacebar detection to trigger
isjump
and handle the jump logic irregardless of whether there is a key pressed or not: 我已经做了两件事,更改空格键检测以触发
isjump
并处理跳转逻辑,而不管是否按下任何键:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
x = 0
y = 490
width = 10
height = 10
vel = 5
pygame.key.set_repeat(1)
isjump = False
jumpcount = 10
while True:
pygame.time.delay(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x>vel-5:
x -= vel
if keys[pygame.K_d] and x < 500 - width:
x += vel
# if we're not already jumping, check if space is pressed to start a jump
if not isjump and keys[pygame.K_SPACE]:
isjump = True
jumpcount = 10
# if we're supposed to jump, handle the jump logic
if isjump:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= (jumpcount ** 2) /2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
pygame.quit()
The line keys = pygame.key.get_pressed()
and the whole game logic and drawing code should not be in the event loop ( for event in pygame.event.get():
), otherwise the code gets executed once per event in the queue, and if no events are in the queue, it won't be executed at all. 行
keys = pygame.key.get_pressed()
,整个游戏逻辑和绘图代码不应位于事件循环中( for event in pygame.event.get():
中的事件),否则,代码将在每个事件中执行一次队列中,如果队列中没有事件,则根本不会执行。
You could just dedent keys = pygame.key.get_pressed()
and all lines beneath. 您可以将
keys = pygame.key.get_pressed()
和下面的所有行都keys = pygame.key.get_pressed()
。
Alternatively, you could check in the event loop if the space key was pressed (with if event.type == pygame.KEYDOWN:
) and then set isjump
to True
(that means the player will only jump once per keypress). 或者,您可以在事件循环中检查是否按下了空格键(
if event.type == pygame.KEYDOWN:
,然后将isjump
设置为True
(这意味着玩家每次按键只会跳一次)。
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
x = 0
y = 490
width = 10
height = 10
vel = 5
isjump = False
jumpcount = 10
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
isjump = True
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x > vel - 5:
x -= vel
elif keys[pygame.K_d] and x < 500 - width:
x += vel
if isjump:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= jumpcount**2 / 2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
clock.tick(30)
pygame.quit()
I also recommend adding a pygame.time.Clock
instance and call clock.tick(FPS)
to regulate the frame rate. 我还建议添加
pygame.time.Clock
实例并调用clock.tick(FPS)
来调节帧速率。
And I'd rather implement the jumping in this way , with a gravity constant which gets added to the y-velocity each frame. 而且我宁愿以这种方式实现跳跃,每个框架的重力常数都会添加到y速度中。
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