[英]How do I move an image smoothly after clicking in pygame?
我決定在 pygame 中制作我的游戲,這是我迄今為止編寫的代碼:
from typing import Tuple
import pygame
from PIL import ImageGrab
# finding the height of the screen by taking a screenshot.
img = ImageGrab.grab()
(WIDTH, HEIGHT) = (img.size)
x = WIDTH / 2 - 470
y = HEIGHT / 2 - 400
fistx1 = x - 80
fistx2 = fistx1;
fisty1 = y + 40
fisty2 = y - 50
pygame.init()
clock = pygame.time.Clock()
RESOLUTION = (WIDTH, HEIGHT)
BACKGROUND_COLOR: Tuple[int, int, int] = (79, 205, 109)
MOVESPEED = 5
# window stuff
window = pygame.display.set_mode(RESOLUTION, flags=pygame.RESIZABLE, depth=32)
pygame.display.set_caption("The Connection")
window.fill(BACKGROUND_COLOR)
running = True
# all images for the game here
player_image = pygame.image.load("Connector.png")
player_fist1_image = pygame.image.load("Connector_hand.png")
player_fist2_image = player_fist1_image
while running:
pressed = pygame.key.get_pressed()
clicked = pygame.mouse.get_pressed();
class Player():
def __init__(self, hp, image, fist1image, fist2image):
global fisty1, fistx1, fisty2
self.hp = hp
self.image = image
self.fist1image = fist1image
self.fist2image = fist2image
window.blit(self.image, (x, y))
window.blit(self.fist1image, (fistx1, fisty1))
window.blit(self.fist2image, (fistx2, fisty2))
def move(self, movespeed):
global x, y, fistx1, fisty1, fisty2
if pressed[pygame.K_a]:
x -= movespeed
fistx1 -= movespeed
elif pressed[pygame.K_d]:
x += movespeed
fistx1 += movespeed
elif pressed[pygame.K_w]:
y -= movespeed
fisty1 -= movespeed
fisty2 -= movespeed
elif pressed[pygame.K_s]:
y += movespeed
fisty1 += movespeed
fisty2 += movespeed
def deal_damage(self, damage):
global x, y, fistx1, fisty1
fistx1 -= 25
window.fill(BACKGROUND_COLOR);
window.blit(self.fist1image, (fistx1, fisty1));
pygame.display.flip();
# this is the function we use to actually call it. This is more helpful and less confusing for an idiot like me
def actual_deal():
main_player.deal_damage(25);
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
try:
pygame.quit()
except pygame.error:
pass
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
actual_deal();
window.fill(BACKGROUND_COLOR)
main_player = Player(100, player_image, fist1image=player_fist1_image, fist2image=player_fist2_image)
main_player.move(movespeed=MOVESPEED)
pygame.display.flip()
clock.tick(60);
對於上下文,拳頭必須向前然后向后。 但是,拳頭動作並不順暢,存在兩個問題:
看起來不太好。 我想向其他人展示這個,所以我希望它看起來不錯。
當我收回拳頭時,它們看起來並不像一開始就向前移動。 我必須在兩者之間添加time.sleep
,但我不願意這樣做。
這是我打孔時得到的輸出:放置在擾流板中,因此不會干擾
如您所見,它以塊狀方式移動。 如果你想看到我想要的輸出,然后用 WASD 鍵移動角色,看看角色移動的流暢程度。 我想要拳頭同樣的東西。
如果重要的話,我正在使用 pycharm 對此進行編碼,並且我正在從命令提示符運行它。 我也有 Windows 10。
最后,我嘗試通過這樣做來改變幀率:
以下是我已經看過的問題:
clock.tick(360);
但無濟於事。
我看過這些問題:
https://gamedev.stackexchange.com/questions/48227/smooth-movement-pygame
我可以發現其中的幾個。 首先,函數和類定義應該在主循環之外,因為在循環中一遍又一遍地定義相同的東西沒有任何意義。 其次,您調用pygame.display.flip
兩次,這是不需要的。 Flip 只能調用一次,否則會導致閃爍。 第三,您在__init__
方法中繪制並每幀創建一個新實例。 通常,一個實例只創建一次,並且該實例有一些方法可以對該實例執行某些操作。 因此,不要在__init__
中繪圖,而是創建一個名為 draw 的新方法。
現在回答您的問題,它會分塊移動,因為:
pygame.MOUSEBUTTONDOWN
。 此函數每次單擊僅返回一次 true。 因此,如果您按住鼠標按鈕,它將不起作用,因為它在第一幀中返回True
,之后返回None
。 要持續更新鼠標狀態,您需要使用pygame.mouse.get_pressed()
。實現了我上面提到的所有內容的新代碼(注意:我將圖像更改為曲面以使其工作,因此您可能想再次將其更改為圖像):
from typing import Tuple
import pygame
from PIL import ImageGrab
# finding the height of the screen by taking a screenshot.
img = ImageGrab.grab()
(WIDTH, HEIGHT) = (img.size)
x = WIDTH / 2 - 470
y = HEIGHT / 2 - 400
fistx1 = x - 80
fistx2 = fistx1;
fisty1 = y + 40
fisty2 = y - 50
pygame.init()
clock = pygame.time.Clock()
RESOLUTION = (WIDTH, HEIGHT)
BACKGROUND_COLOR: Tuple[int, int, int] = (79, 205, 109)
MOVESPEED = 5
# window stuff
window = pygame.display.set_mode(RESOLUTION, flags=pygame.RESIZABLE, depth=32)
pygame.display.set_caption("The Connection")
window.fill(BACKGROUND_COLOR)
running = True
# all images for the game here
player_image = pygame.Surface((50, 50)).convert()
player_fist1_image = pygame.Surface((10, 10)).convert()
player_fist2_image = player_fist1_image
class Player():
def __init__(self, hp, image, fist1image, fist2image):
global fisty1, fistx1, fisty2
self.hp = hp
self.image = image
self.fist1image = fist1image
self.fist2image = fist2image
def move(self, movespeed):
global x, y, fistx1, fisty1, fisty2
if pressed[pygame.K_a]:
x -= movespeed
fistx1 -= movespeed
elif pressed[pygame.K_d]:
x += movespeed
fistx1 += movespeed
elif pressed[pygame.K_w]:
y -= movespeed
fisty1 -= movespeed
fisty2 -= movespeed
elif pressed[pygame.K_s]:
y += movespeed
fisty1 += movespeed
fisty2 += movespeed
def draw(self):
window.blit(self.image, (x, y))
window.blit(self.fist1image, (fistx1, fisty1))
window.blit(self.fist2image, (fistx2, fisty2))
def deal_damage(self, damage):
global x, y, fistx1, fisty1
mousePressed = pygame.mouse.get_pressed()
if mousePressed[0]:
fistx1 -= 1
window.fill(BACKGROUND_COLOR);
window.blit(self.fist1image, (fistx1, fisty1));
#pygame.display.flip();
main_player = Player(100, player_image, fist1image=player_fist1_image, fist2image=player_fist2_image)
# this is the function we use to actually call it. This is more helpful and less confusing for an idiot like me
def actual_deal():
main_player.deal_damage(25);
while running:
pressed = pygame.key.get_pressed()
clicked = pygame.mouse.get_pressed();
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
try:
pygame.quit()
except pygame.error:
pass
window.fill(BACKGROUND_COLOR)
main_player.move(movespeed=MOVESPEED)
main_player.deal_damage(50)
main_player.draw()
pygame.display.flip()
clock.tick(60);
編輯:忘記提及這一點,但您在deal_damage
方法中采用了damage
參數但未使用它。
添加到@hippozhipos 答案。 使用class
一大好處是您不需要使用global
變量。 您只需將它們設置為屬性。
您還試圖在游戲循環中退出。 如果running
為False
,它將退出您的游戲循環並自行退出。
也不需要在循環之外填充,因為它每幀都被填充。
我包含了一個關於如何實現的最小工作示例。
import pygame
from PIL import ImageGrab
class Player():
def __init__(self, img, x, y, window):
self.fist = img
self.pos = (x - 80, y + 40)
self.win = window
def move(self, movespeed, pressed):
# here we maintain the players position with self.pos
# this allows you to have multiple instances
# with different positions
x, y = self.pos
if pressed[pygame.K_a]:
x -= movespeed
elif pressed[pygame.K_d]:
x += movespeed
elif pressed[pygame.K_w]:
y -= movespeed
elif pressed[pygame.K_s]:
y += movespeed
self.pos = (x, y)
def display(self):
self.win.blit(self.fist, self.pos)
pygame.init()
screenshot = ImageGrab.grab()
WIDTH, HEIGHT = screenshot.size
RESOLUTION = (WIDTH, HEIGHT)
BACKGROUND_COLOR = (79, 205, 109)
MOVESPEED = 5
window = pygame.display.set_mode(RESOLUTION, flags=pygame.RESIZABLE, depth=32)
pygame.display.set_caption("The Connection")
clock = pygame.time.Clock()
# this is whatever your image is
img = pygame.image.load('fist.png')
x = int(WIDTH / 2 - 470)
y = int(HEIGHT / 2 - 400)
main_player = Player(img=img, x=x, y=y, window=window)
running = True
while running:
pressed = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
main_player.move(movespeed=MOVESPEED, pressed=pressed)
window.fill(BACKGROUND_COLOR)
main_player.display()
pygame.display.flip()
clock.tick(60)
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