[英]Where should I put my pause key at or located at?
好的,所以我今天開始了一個項目,在那里我創建了 Space Invaders。 我個人唯一遇到的問題是暫停和取消暫停按鈕。 我使用的是 Python 3.7.4 和 Pygame 1.9.6。
paused = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p: # Pausing
paused = True
if event.key == pygame.K_u: # Unpausing
paused = False
if not paused:
# RGB = Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# if keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -5
if event.key == pygame.K_RIGHT:
playerX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
bullet_Sound = mixer.Sound('laser.wav')
bullet_Sound.play()
# Get the current x coordinate of the spaceship
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
所以我不知道我是否應該先有暫停按鈕。
我試過了:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p: # Pausing
paused = True
if event.key == pygame.K_u: # Unpausing
paused = False
if not paused:
while running:
'''The rest of the code'''
# Pausing 在哪里:
我試過了:
if event.key == pygame.K_p:
paused = not paused # for pause and unpausing
沒有“你”鍵。 所以,我只是失去了我應該把它放在哪里。 所以有幫助會很好。 我查看了問題: 在 Pygame 中暫停/取消暫停尋求幫助。 所以還有什么讓我知道的。
這是一個小球移動的完整示例。 您可以按P暫停和取消暫停其移動。 您可以使用← ↑ → ↓更改其速度。 按空格鍵將重置速度。
import pygame
WIDTH = 640
HEIGHT = 480
FPS = 30
class Ball(pygame.sprite.Sprite):
"""Moving ball sprite"""
def __init__(self, color="white", size=20, speedx=-5, speedy=-5):
pygame.sprite.Sprite.__init__(self)
self.color = pygame.color.Color(color)
# instead of loading an image from file, draw a circle.
self.image = pygame.Surface((size * 2, size * 2), pygame.SRCALPHA)
pygame.draw.circle(self.image, self.color, (size, size), size)
self.rect = self.image.get_rect()
# start ball in the middle of the screen
self.rect.x = WIDTH / 2 - self.rect.width / 2
self.rect.y = HEIGHT / 2 - self.rect.height / 2
self.speedx = speedx
self.speedy = speedy
self.size = size
def update(self):
# reverse direction if out of bounds
if not (0 < self.rect.x < WIDTH - self.size*2):
self.speedx *= -1
if not (0 < self.rect.y < HEIGHT - self.size*2):
self.speedy *= -1
# update position
self.rect.x += self.speedx
self.rect.y += self.speedy
pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
ball = Ball()
balls = pygame.sprite.Group()
balls.add(ball)
paused = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYUP:
if event.key == pygame.K_p:
paused = not paused
elif event.key == pygame.K_UP:
ball.speedy += 5
elif event.key == pygame.K_DOWN:
ball.speedy -= 5
if event.key == pygame.K_RIGHT:
ball.speedx += 5
elif event.key == pygame.K_LEFT:
ball.speedx -= 5
elif event.key == pygame.K_SPACE:
# reset speed
ball.speedx = 2
ball.speedy = 0
# update game elements
if not paused:
pygame.display.set_caption('Running')
ball.update()
else:
pygame.display.set_caption('Paused')
# draw surface - fill background
window.fill(pygame.color.Color("grey"))
## draw sprites
balls.draw(window)
# show surface
pygame.display.update()
# limit frames
clock.tick(FPS)
pygame.quit()
請注意,暫停時,事件仍在處理中,因此您仍然可以調整速度。 要更改此行為,您需要在paused
為True
時丟棄特定事件。
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