按住SPACE或DOWN时,精灵会由于滚动背景而消失。当背景是静止图像时,它将起作用。此外,动画速度很快,因此我使用了一个计时器使其变慢,但是放开DOWN按钮后,屏幕加速。
我尝试过在线搜索语法,并且在背景图像静止时也可以使用。
from time import sleep as s
import random
import pygame
pygame.init()
import time
window = pygame.display.set_mode((1000, 500))
pygame.display.set_caption("Practice Game")
image = pygame.image.load('pixel6.png')
image = pygame.transform.scale(image, (1000, 500))
jump1 = [pygame.image.load('adventurer-jump-00.png'),pygame.image.load('adventurer-jump-01.png'),pygame.image.load('adventurer-jump-02.png'),pygame.image.load('adventurer-jump-03.png'), pygame.image.load('adventurer-smrslt-00.png'),pygame.image.load('adventurer-smrslt-01.png'),pygame.image.load('adventurer-smrslt-02.png'),pygame.image.load('adventurer-smrslt-03.png')]
run2 = [pygame.image.load('adventurer-run-00.png'), pygame.image.load('adventurer-run-01.png'),pygame.image.load('adventurer-run-02.png'),pygame.image.load('adventurer-run-03.png')]
slide1 = [pygame.image.load('adventurer-slide-00.png'),pygame.image.load('adventurer-slide-01.png'),pygame.image.load('adventurer-stand-00.png'),pygame.image.load('adventurer-stand-01.png'),pygame.image.load('adventurer-stand-02.png')]
#attack = [pygame.image.load('
imagex = 0
imagex2 = image.get_width()
clock = pygame.time.Clock()
run = True
run1 = True
jump2 = True
slide2 = True
imagess = True
x = 40
y = 391
FPS = 60
speed = 0.6
jumpcount = 10
jumpcount1 = 0
runcount = 0
slide = 0
isJump = False
down = False
class obstacles(object):
img = [pygame.image.load('img.png')]
def __init__(self, x,y, width, height):
self.x = x
self.y =y
self.width = width
self.height = height
self.hitbox = (x,y,width,height)
self.count = 0
def draw(self, window):
self.hitbox = (self.x + 5, self.y + 5, self.width, self.height)
if self.count >= 8:
self.count = 0
self.count +=1
window.blit(pygame.transform.scale(self.img[self.count//1000], (150,100)), (self.x, self.y))
pygame.draw.rect(window, (255,0,0), self.hitbox, 2)
objects = []
def keepdrawing():
global runcount, slide, run1,jumpcount1
window.blit(image, (imagex,0))
window.blit(image, (imagex2,0))
for object1 in objects:
object1.draw(window)
if runcount >= 3:
runcount = 0
if run1 == True:
window.blit(run2[runcount],(int(x),int(y)))
runcount +=1
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN and y == 391:
run1 = False
if slide >= 4:
slide = 0
if slide2:
window.blit(slide1[slide],(int(x),int(y)))
slide +=1
if event.key == pygame.K_SPACE:
run1 = False
if jumpcount1 >= 7:
jumpcount1 = 0
if jump2 and y!=391:
window.blit(jump1[jumpcount1],(int(x),int(y)))
jumpcount1 +=1
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
run1 = True
if event.key == pygame.K_SPACE:
run1=True
pygame.display.update()
pygame.time.set_timer(pygame.USEREVENT+1, 500)
pygame.time.set_timer(pygame.USEREVENT+2, random.randrange(1000,2000))
obstacles = obstacles(1050,300,64,64)
while run:
clock.tick(60)
imagex -= 2
imagex2 -= 2
if imagex < image.get_width() * -1:
imagex = image.get_width()
if imagex2 < image.get_width() * -1:
imagex2 = image.get_width()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.USEREVENT+1:
speed += 1
if event.type == pygame.USEREVENT+2:
objects.append(obstacles)
for object1 in objects:
object1.x -= 1
if object1.x < -100:
objects.pop(objects.index(object1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if not(isJump):
if keys[pygame.K_SPACE]:
isJump =True
else:
if jumpcount >= -10:
neg=1
if jumpcount <0:
neg = -1
s(0.01)
y-= (jumpcount**2)*0.3*neg
s(0.01)
jumpcount -=1
else:
isJump = False
jumpcount = 10
keepdrawing()
最佳答案
由于我没有很多图像,因此我无法测试您的游戏,但我认为您误解了事件系统的工作原理,或者至少您忽略了一个案例。
按下键时,发出KEYDOWN
,而抬起键时,发出KEYUP
。
这些事件是瞬时的(嗯,不是真的,但是它们非常快),并且仅当按钮的状态更改(从按下到未按下,反之亦然)时,事件管理器才能捕获这些事件。您不得依靠它们来检查按钮是否保持按下状态。请参阅this post以获得更好的理解。
考虑到这一点,让我们看看keepdrawing
函数发生了什么。这里相关部分:
def keepdrawing():
#...
if run1 == True:
#blitting
if event.type == pygame.KEYDOWN:
run1 = False
#stuff and blitting
if event.type == pygame.KEYUP:
run1 = True
如您所见,按住按钮(即在
KEYDOWN
和KEYUP
事件之间)时,布尔值run1
为False
。所以什么都不会破。这就是为什么您的图像消失了。您仍然应该能够看到运动的开始:当您按下按钮时,将捕获
KEYDOWN
事件并执行该部分代码。但是在随后的帧中,没有任何东西发白,因为run1
是False
并且没有任何事件可以捕捉。我没有可行的解决方案,因为我说过我无法测试游戏,但我建议至少确保
keepdrawing
总是画些东西。尝试弄清楚run1
为False
时应绘制的内容,并在keepdrawing
中添加几行内容。作为更一般的建议,请勿在
keepdrawing
函数中使用pygame事件系统。只需像在这里一样检查按钮是否被按下即可:keys = pygame.key.get_pressed()