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[英]Pygame: stopping character movement when a key is pressed in the opposite direction
[英]Pygame: How to make sprites face the same direction when no key is pressed
我的角色能夠正常移動。 然而,當沒有按鍵被按下時,就會出現問題。 如何在沒有按下 KEY 時使精靈朝向與上次相同的方向? 例如,如果我按下UP ,它會朝上,然后當我不按任何其他鍵時,它仍然會朝上? 其他方向也一樣。 另外,第一次啟動游戲時我將如何顯示我的角色? 就像,我的角色只有在按下某個鍵時才會出現,而在不按下時保持不可見。
這是我的代碼:
精靈:
# Protagonist Sprites
protagR = [pygame.image.load("ASG2_Graphics/JoArrow_R1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_1.png")]
protagL = [pygame.image.load("ASG2_Graphics/JoArrow_L1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_1.png")]
protagU = [pygame.image.load("ASG2_Graphics/JoArrow_U1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_1.png")]
protagD = [pygame.image.load("ASG2_Graphics/JoArrow_D1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_1.png")]
# Bullet Sprites
bulletsP = [pygame.image.load("ASG2_Graphics/Bullet_1.png"), pygame.image.load("ASG2_Graphics/Bullet_2.png"), pygame.image.load("ASG2_Graphics/Bullet_3.png"), pygame.image.load("ASG2_Graphics/Bullet_4.png")]
bulletsE = [pygame.image.load("ASG2_Graphics/E_Bullet_1.png"), pygame.image.load("ASG2_Graphics/E_Bullet_2.png"), pygame.image.load("ASG2_Graphics/E_Bullet_3.png")]
# Enemy Sprites
enemyR = [pygame.image.load("ASG2_Graphics/Enemy_R1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_5.png")]
enemyL = [pygame.image.load("ASG2_Graphics/Enemy_L1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_5.png")]
enemyU = [pygame.image.load("ASG2_Graphics/Enemy_U1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_5.png")]
enemyD = [pygame.image.load("ASG2_Graphics/Enemy_D1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_5.png")]
# Background Sprite
bg = pygame.image.load("Star_Crusaders_MAP.png")
主要的()
def main():
board = player(30, 45, 64, 64, 0)
while True:
movePlayer(board)
類玩家():
class player():
def __init__(self, x, y, width, height, walkCount):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.up = False
self.down = False
self.left = False
self.right = False
self.up = False
self.down = False
self.walkCount = walkCount
移動播放器()
def movePlayer(board):
clock = pygame.time.Clock()
run = True
while run:
clock.tick(15)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
arrowKeys = pygame.key.get_pressed()
if arrowKeys[pygame.K_LEFT] and board.x > 25 + board.vel:
board.x -= board.vel
board.left = True
board.right = False
board.up = False
board.down = False
elif arrowKeys[pygame.K_RIGHT] and board.x < 485 - board.width - board.vel:
board.x += board.vel
board.right = True
board.left = False
board.up = False
board.down = False
elif arrowKeys[pygame.K_UP] and board.y > 40 + board.vel:
board.y -= board.vel
board.right = False
board.left = False
board.up = True
board.down = False
elif arrowKeys[pygame.K_DOWN] and board.y < 450 - board.height - board.vel:
board.y += board.vel
board.right = False
board.left = False
board.up = False
board.down = True
elif arrowKeys[pygame.K_ESCAPE]: # ESC key
stopGame()
else:
board.right = False
board.left = False
board.up = False
board.down = False
board.walkCount = 0
redrawGameWindow(board)
重繪游戲窗口()
def redrawGameWindow(board):
window.blit(bg, (0,0))
dest = (board.x, board.y)
if board.walkCount + 1 >= 30:
board.walkCount = 0
if board.left:
window.blit(protagL[0], dest)
# currentSprite = protagL[0]
elif board.right:
window.blit(protagR[0], dest)
# currentSprite = protagR[0]
elif board.up:
window.blit(protagU[0], dest)
# currentSprite = protagU[0]
elif board.down:
window.blit(protagD[0], dest)
# currentSprite = protagD[0]
# stillSprite(currentSprite, board)
pygame.display.update()
如您所見,我嘗試使用 currentSprite() 變量和 stillSprite() 函數來嘗試存儲最后按下的鍵,但無濟於事。 對此的任何幫助將不勝感激,謝謝。
問題是,當釋放鍵時,狀態board.left
, board.right
, board.up
, board.down
會重置,因為必須停止移動。 由於圖像應保持方向,因此該狀態不能用於該要求。 你必須添加一個額外的狀態。
在屬性中說明最后按下的鍵(例如: board.last_key
):
arrowKeys = pygame.key.get_pressed()
if arrowKeys[pygame.K_LEFT] and board.x > 25 + board.vel:
board.x -= board.vel
board.left, board.right, board.up, board.down = True, False, False, False
board.last_key = pygame.K_LEFT
elif arrowKeys[pygame.K_RIGHT] and board.x < 510 - board.width - board.vel:
board.x += board.vel
board.left, board.right, board.up, board.down = False, True, False, False
board.last_key = pygame.K_RIGHT
elif arrowKeys[pygame.K_UP] and board.y > 40 + board.vel:
board.y -= board.vel
board.left, board.right, board.up, board.down = False, False, True, False
board.last_key = pygame.K_UP
elif arrowKeys[pygame.K_DOWN] and board.y < 450 - board.height - board.vel:
board.y += board.vel
board.left, board.right, board.up, board.down = False, False, False, True
board.last_key = pygame.K_DOWN
elif arrowKeys[pygame.K_ESCAPE]: # ESC key
stopGame()
else:
board.left, board.right, board.up, board.down = False, False, False, False
board.walkCount = 0
選擇依賴於board.last_key
的圖像:
def redrawGameWindow(board):
window.blit(bg, (0,0))
dest = (board.x, board.y)
if board.walkCount + 1 >= 30:
board.walkCount = 0
if board.last_key == pygame.K_LEFT:
window.blit(protagL[0], dest)
# currentSprite = protagL[0]
elif board.last_key == pygame.K_RIGHT:
window.blit(protagR[0], dest)
# currentSprite = protagR[0]
elif board.last_key == pygame.K_UP:
window.blit(protagU[0], dest)
# currentSprite = protagU[0]
elif board.last_key == pygame.K_DOWN:
window.blit(protagD[0], dest)
# currentSprite = protagD[0]
# stillSprite(currentSprite, board)
pygame.display.update()
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