[英]I can't get my 'player' to move to move both ways in pygame, how do i do it?
[英]How do I get the player character to move?
當我遇到障礙時,我開始改進我的代碼。 我的玩家角色可以跳躍但不能左右移動。程序運行就像沒有語法錯誤一樣。 主要目的是試圖讓角色左右移動
這里是播放器 class 定義了它的屬性和功能
class player:
def __init__(self,x,y):
self.x = x
self.y = y
self.width = 64
self.height = 64
self.standing = True
self.left = False
self.right = True
self.vel = 15
self.jumping = False
self.jumpCount = 10
self.k = pygame.key.get_pressed()
def move(self,x,y):
if not self.standing:
if self.k[pygame.K_LEFT] and self.x > 0 - 150:
self.left = True
self.right = False
self.x -= self.vel
elif self.k[pygame.K_RIGHT] and self.x < 500 - 150 :
self.right = True
self.left = False
self.x += self.vel
else:
self.standing = True
主循環
run = True
wizard = player(25,320)
while run:#main game loop
pygame.time.delay(15)
for event in pygame.event.get():#loops through a list of keyboard or mouse events
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
wizard.jumping = True
wizard.move(wizard.x,wizard.y)
win.blit(bg,(0,0))
wizard.jump(wizard.y)
wizard.draw(win)
pygame.display.update()
pygame.quit()
好的,有些代碼似乎有點混亂。 我認為如果您的player
class 只是處理作為向導(這本身就是一項足夠大的任務),並且您的主事件循環應該注意用戶輸入,那會更好。
主循環使用pygame.KEYDOWN
事件。 如果您想要那種按下鍵、向上鍵“打字”的運動,這很好。 但更自然的方法是簡單地檢查pygame.key.get_pressed()
,它返回所有按鈕的 state。 由於您的播放器已經保持了速度,因此請使用鍵狀態來調整速度。
FPS=20
clock = pygame.time.Clock() # clock to limit the FPS
while run: #main game loop
#pygame.time.delay(15) # <-- No need to delay here, see FPS limit below
for event in pygame.event.get(): #loops through event list
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
wizard.goJump()
# Handle keys pressed
if ( keys[pygame.K_LEFT] ):
wizard.goLeft()
elif ( keys[pygame.K_RIGHT] ):
wizard.goRight()
# Update the player's position
#wizard.move(wizard.x,wizard.y)
wizard.update()
# redraw the screen
win.blit( bg, (0, 0) )
wizard.draw( win )
pygame.display.update()
# Update the window, but at a useful FPS
clock.tick_busy_loop( FPS )
pygame.quit()
所以這意味着對player
進行一些更改。 我試圖將所有“播放器處理”功能保留在播放器內部,同時將所有用戶輸入處理代碼移到 class 之外。
class player:
def __init__(self,x,y):
self.x = x
self.y = y
self.width = 64
self.height = 64
#self.standing = True <-- Standing is "not self.jumping"
#self.left = False
#self.right = True
self.vel = 15 # current player speed
self.max_vel = 20 # Limit the player speed extremes
self.mix_vel = -20
self.jumping = False
self.jumpCount = 10
# self.k = pygame.key.get_pressed() <-- Don't handle events inside the player
def goLeft( self ):
""" Handle the user-input to move left """
self.vel -= 1
if ( self.vel <= self.min_vel ):
self.vel = self.min_vel
def goRight( self ):
""" Handle the user-input to move right """
self.vel += 1
if ( self.vel >= self.max_vel ):
self.vel = self.max_vel
def goJump( self ):
""" Handle the user-input to jump """
if ( self.jumping == False ):
self.jumping = True
print( "TODO: Handle Jumping" )
else:
print( "TODO: Already Jumping" )
def update( self ):
# Move the character left/right
self.x += self.vel # (+) velocity is right, (-) is left
# handle the progress of the jump
if ( self.jumping == True ):
print( "TODO: jump wizard - GO!" )
跳躍沒有實現。 一種方法不是簡單地將self.jumping
記錄為 boolean,而是存儲跳轉開始的毫秒時間。 然后在player.update()
期間,使用實時差異來移動玩家通過他們的(拋物線?)路徑上下移動。 一旦player.jumptime
重置為零,他們的用戶可以讓向導再次跳轉。
問題是您的播放器self.k
的 self.k 只是創建播放器時鍵的 state 。 嘗試將self.k=pygame.key.get_pressed()
放在玩家的移動 function 中。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.