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使用 pygame.KEYDOWN 拾取方塊

[英]Pick up block using pygame.KEYDOWN

我正在嘗試使用pygame.KEYDOWN以便當我按下由pygame.K_q表示的鍵時,玩家碰撞的可以被拖動(拾取)到玩家移動的位置,因為它是在此使用pygame.MOUSEBUTTONDOWN完成的教程

但是按q鍵拖動塊不起作用...

當試圖在另一個更大的代碼中實現這個功能時,我的這個需求就出現了。 所以我決定使用另一個教程 2來設置我的 MWE。 我查看了是否有人已經問過它,但我只是發現了使用非常不同或非常大的代碼結構的相對但不確切的問題,我仍然沒有弄清楚為什么我的 MWE 代碼無法工作。 這應該是一個簡單的問題,並且有人可能已經發布了這個問題,所以如果是這樣,請告訴我已經發布的問題可以澄清我的問題。

我的 MWE:

import pygame
import random

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)

class Block(pygame.sprite.Sprite):
    """
    This class represents the block to be picked up.
    It derives from the "Sprite" class in Pygame.
    """

    def __init__(self, color, width, height):
        """ Constructor. Pass in the color of the block,
        and its x and y position. """

        # Call the parent class (Sprite) constructor
        super().__init__()

        # Create an image of the block, and fill it with a color.
        # This could also be an image loaded from the disk.
        self.image = pygame.Surface([width, height])
        self.image.fill(color)

        # Fetch the rectangle object that has the dimensions of the image
        # image.
        # Update the position of this object by setting the values
        # of rect.x and rect.y
        self.rect = self.image.get_rect()


class Player(pygame.sprite.Sprite):
    """ The class is the player-controlled sprite. """

    carry_block_list = []

    def __init__(self, x, y):
        """Constructor function"""
        # Call the parent's constructor
        super().__init__()

        # Set height, width
        self.image = pygame.Surface([15, 15])
        self.image.fill(RED)

        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

    def update(self):

        diff_x = self.rect.x - 4
        diff_y = self.rect.y - 4

        # Loop through each block that we are carrying and adjust
        # it by the amount we moved.
        for block in self.carry_block_list:
            block.rect.x -= diff_x
            block.rect.y -= diff_y
            print("something")

# Call this function so the Pygame library can initialize itself
pygame.init()

# Create an 800x600 sized screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])

# Set the title of the window
pygame.display.set_caption('Move Sprite With Keyboard')

# Create the player paddle object
player = Player(50, 50)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(player)
block_list = pygame.sprite.Group()


for i in range(50):
    # This represents a block
    block = Block(BLACK, 20, 15)

    # Set a random location for the block
    block.rect.x = random.randrange(screen_width)
    block.rect.y = random.randrange(screen_height)

    # Add the block to the list of objects
    block_list.add(block)
    all_sprites_list.add(block)

clock = pygame.time.Clock()
done = False

while not done:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_q:
               print("pick up")
            # When the mouse button is pressed, see if we are in contact with
            # other sprites:

               blocks_hit_list = pygame.sprite.spritecollide(player, block_list, False)

            # Set the list of blocks we are in contact with as the list of
            # blocks being carried.

               player.carry_block_list = blocks_hit_list

            if event.key == pygame.K_l:
               print("let go")
            # When we let up on the mouse, set the list of blocks we are
            # carrying as empty.

               player.carry_block_list = []

            if event.key == pygame.K_LEFT:
                player.rect.x -= player.rect.width
            elif event.key == pygame.K_RIGHT:
                player.rect.x += player.rect.width
            elif event.key == pygame.K_UP:
                player.rect.y -= player.rect.height
            elif event.key == pygame.K_DOWN:
                player.rect.y += player.rect.height

    # -- Draw everything
    # Clear screen
    screen.fill(WHITE)

    # Draw sprites
    all_sprites_list.draw(screen)

    # Flip screen
    pygame.display.flip()

    # Pause
    clock.tick(40)

pygame.quit()

你在Player.update()移動了塊,但你永遠不會執行它

首先,我嘗試在每個循環中執行此函數,但最后我將此函數更改為僅在玩家移動時運行

def update(self, diff_x, diff_y):
    # Loop through each block that we are carrying and adjust
    # it by the amount we moved.
    for block in self.carry_block_list:
        block.rect.x += diff_x
        block.rect.y += diff_y

       if event.key == pygame.K_LEFT:
            player.rect.x -= player.rect.width
            player.update(-player.rect.width, 0)

        elif event.key == pygame.K_RIGHT:
            player.rect.x += player.rect.width
            player.update(player.rect.width, 0)

        elif event.key == pygame.K_UP:
            player.rect.y -= player.rect.height
            player.update(0, -player.rect.height)

        elif event.key == pygame.K_DOWN:
            player.rect.y += player.rect.height
            player.update(0, player.rect.height)

完整代碼:

import pygame
import random

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)

class Block(pygame.sprite.Sprite):
    """
    This class represents the block to be picked up.
    It derives from the "Sprite" class in Pygame.
    """

    def __init__(self, color, width, height):
        """ Constructor. Pass in the color of the block,
        and its x and y position. """

        # Call the parent class (Sprite) constructor
        super().__init__()

        # Create an image of the block, and fill it with a color.
        # This could also be an image loaded from the disk.
        self.image = pygame.Surface([width, height])
        self.image.fill(color)

        # Fetch the rectangle object that has the dimensions of the image
        # image.
        # Update the position of this object by setting the values
        # of rect.x and rect.y
        self.rect = self.image.get_rect()


class Player(pygame.sprite.Sprite):
    """ The class is the player-controlled sprite. """

    carry_block_list = []

    def __init__(self, x, y):
        """Constructor function"""
        # Call the parent's constructor
        super().__init__()

        # Set height, width
        self.image = pygame.Surface([15, 15])
        self.image.fill(RED)

        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

    def update(self, diff_x, diff_y):
        # Loop through each block that we are carrying and adjust
        # it by the amount we moved.
        for block in self.carry_block_list:
            block.rect.x += diff_x
            block.rect.y += diff_y


# Call this function so the Pygame library can initialize itself
pygame.init()

# Create an 800x600 sized screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])

# Set the title of the window
pygame.display.set_caption('Move Sprite With Keyboard')

# Create the player paddle object
player = Player(50, 50)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(player)
block_list = pygame.sprite.Group()


for i in range(50):
    # This represents a block
    block = Block(BLACK, 20, 15)

    # Set a random location for the block
    block.rect.x = random.randrange(screen_width)
    block.rect.y = random.randrange(screen_height)

    # Add the block to the list of objects
    block_list.add(block)
    all_sprites_list.add(block)

clock = pygame.time.Clock()
done = False

while not done:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_p:

            # When the mouse button is pressed, see if we are in contact with
            # other sprites:

               blocks_hit_list = pygame.sprite.spritecollide(player, block_list, False)

            # Set the list of blocks we are in contact with as the list of
            # blocks being carried.

               player.carry_block_list = blocks_hit_list

            if event.key == pygame.K_l:

            # When we let up on the mouse, set the list of blocks we are
            # carrying as empty.

               player.carry_block_list = []

            if event.key == pygame.K_LEFT:
                player.rect.x -= player.rect.width
                player.update(-player.rect.width, 0)

            elif event.key == pygame.K_RIGHT:
                player.rect.x += player.rect.width
                player.update(player.rect.width, 0)

            elif event.key == pygame.K_UP:
                player.rect.y -= player.rect.height
                player.update(0, -player.rect.height)

            elif event.key == pygame.K_DOWN:
                player.rect.y += player.rect.height
                player.update(0, player.rect.height)



    # -- Draw everything
    # Clear screen
    screen.fill(WHITE)

    # Draw sprites
    all_sprites_list.draw(screen)

    # Flip screen
    pygame.display.flip()

    # Pause
    clock.tick(40)

pygame.quit()

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