2017-04-01 1 views
0

私のタイトルにはっきりと記載されているように、なぜ私のスプライトはキーが押されたときに一度だけ動くのですか?(キーが押されている間は動かないのです)ところで、本当に残念です。それを文字の制限(30000)に合わせるために壁に入るのを止めるすべてのブロックを取り除いたので、正しく実行してください。以下は私のコードです:pygameでは、なぜボタンを押したままスプライトを徐々に動かすことができないのですか?

import pygame 
from pygame.locals import* 
import pygame 
#initialise pygame 
pygame.init() 

WHITE = (255,255,255) 

start_in_bed = 0 
#counts which sprite you should be on when running 

#create screen 
screen_width = 160 
screen_height = 144 
screen_multiplier = 4 
screen = pygame.display.set_mode(((screen_width*screen_multiplier),(screen_height*screen_multiplier))) 
pygame.display.set_caption('Pokemon Blood Red') 

#Sprite stuff 
sprite = pygame.image.load('player_south_still.png') 
#Reform the sprite 
sprite = pygame.transform.scale(sprite, (10*screen_multiplier, 14*screen_multiplier)) 
sprite.set_colorkey(WHITE) 

class Player(pygame.sprite.Sprite): 

    def __init__(self): 
     super(Player, self).__init__() 
     self.player_sprite = pygame.Surface((10*screen_multiplier, 14*screen_multiplier)) 
     self.player_sprite.fill(WHITE) 
     self.rect = self.player_sprite.get_rect() 
     self.rect.x = 160/2 
     self.rect.y = 144/2 

class Blocks(pygame.sprite.Sprite): 

    def __init__(self, width, height): 
     super(Blocks, self).__init__() 
     block_width = width 
     self.image = pygame.Surface([width, height]) 
     self.image.fill(WHITE) 
     self.rect = self.image.get_rect() 
     self.block_width = width 
     self.block_height = height 
####################################################################### 

#Create all blockades ever 

player = Player() 
player.rect.x = (126*screen_multiplier) 
player.rect.y = (100*screen_multiplier) 

nt_trees_left = Blocks(15*screen_multiplier, 144*screen_multiplier) 
nt_trees_left.rect.x = 0*screen_multiplier 
nt_trees_left.rect.y = 0*screen_multiplier 
screen.blit(nt_trees_left.image, (nt_trees_left.rect.x, nt_trees_left.rect.y)) 

nt_trees_top = Blocks(160*screen_multiplier, 14*screen_multiplier) 
nt_trees_top.rect.x = 33*screen_multiplier 
nt_trees_top.rect.y = 0*screen_multiplier 
screen.blit(nt_trees_top.image, (nt_trees_top.rect.x, nt_trees_top.rect.y)) 

laboratory = Blocks(50*screen_multiplier, 46*screen_multiplier) 
laboratory.rect.x = 98*screen_multiplier 
laboratory.rect.y = 0*screen_multiplier 
screen.blit(laboratory.image, (laboratory.rect.x, laboratory.rect.y)) 

nt_trees_right = Blocks(15*screen_multiplier, 72*screen_multiplier) 
nt_trees_right.rect.x = 148*screen_multiplier 
nt_trees_right.rect.y = 0*screen_multiplier 
screen.blit(nt_trees_right.image, (nt_trees_right.rect.x, nt_trees_right.rect.y)) 

nt_trees_right_bottom = Blocks(15*screen_multiplier, 65*screen_multiplier) 
nt_trees_right_bottom.rect.x = 148*screen_multiplier 
nt_trees_right_bottom.rect.y = 91*screen_multiplier 
screen.blit(nt_trees_right_bottom.image, (nt_trees_right_bottom.rect.x, nt_trees_right_bottom.rect.y)) 

nt_trees_bottom = Blocks(160*screen_multiplier, 14*screen_multiplier) 
nt_trees_bottom.rect.x = 0*screen_multiplier 
nt_trees_bottom.rect.y = 128*screen_multiplier 
screen.blit(nt_trees_bottom.image, (nt_trees_bottom.rect.x, nt_trees_bottom.rect.y)) 

nt_player_house = Blocks(20*screen_multiplier, 22*screen_multiplier) 
nt_player_house.rect.x = 38*screen_multiplier 
nt_player_house.rect.y = 53*screen_multiplier 
screen.blit(nt_player_house.image, (nt_player_house.rect.x, nt_player_house.rect.y)) 

nt_friend_house = Blocks(20*screen_multiplier, 22*screen_multiplier) 
nt_friend_house.rect.x = 70*screen_multiplier 
nt_friend_house.rect.y = 53*screen_multiplier 
screen.blit(nt_friend_house.image, (nt_friend_house.rect.x, nt_friend_house.rect.y)) 

################################################################################ 

home_upstairs_back_wall = Blocks(78*screen_multiplier, 35*screen_multiplier) 
home_upstairs_back_wall.rect.x = 0 
home_upstairs_back_wall.rect.y = 10*screen_multiplier 
screen.blit(home_upstairs_back_wall.image, (home_upstairs_back_wall.rect.x, home_upstairs_back_wall.rect.y)) 

home_upstairs_back_back_wall = Blocks(78*screen_multiplier, 24*screen_multiplier) 
home_upstairs_back_back_wall.rect.x = 80*screen_multiplier 
home_upstairs_back_back_wall.rect.y = 10*screen_multiplier 
screen.blit(home_upstairs_back_back_wall.image, (home_upstairs_back_back_wall.rect.x, home_upstairs_back_back_wall.rect.y)) 

home_upstairs_tree = Blocks(15*screen_multiplier, 42*screen_multiplier) 
home_upstairs_tree.rect.x = 0*screen_multiplier 
home_upstairs_tree.rect.y = 96*screen_multiplier 
screen.blit(home_upstairs_tree.image, (home_upstairs_tree.rect.x, home_upstairs_tree.rect.y)) 

home_upstairs_left_wall = Blocks(1*screen_multiplier, 144*screen_multiplier) 
home_upstairs_left_wall.rect.x = 0*screen_multiplier 
home_upstairs_left_wall.rect.y = 0*screen_multiplier 
screen.blit(home_upstairs_left_wall.image, (home_upstairs_left_wall.rect.x, home_upstairs_left_wall.rect.y)) 

home_upstairs_right_wall = Blocks(1*screen_multiplier, 144*screen_multiplier) 
home_upstairs_right_wall.rect.x = 153*screen_multiplier 
home_upstairs_right_wall.rect.y = 0*screen_multiplier 
screen.blit(home_upstairs_right_wall.image, (home_upstairs_right_wall.rect.x, home_upstairs_right_wall.rect.y)) 

home_upstairs_bottom_wall = Blocks(160*screen_multiplier, 1*screen_multiplier) 
home_upstairs_bottom_wall.rect.x = 0*screen_multiplier 
home_upstairs_bottom_wall.rect.y = 130*screen_multiplier 
screen.blit(home_upstairs_bottom_wall.image, (home_upstairs_bottom_wall.rect.x, home_upstairs_bottom_wall.rect.y)) 

home_upstairs_banister = Blocks(22*screen_multiplier, 5*screen_multiplier) 
home_upstairs_banister.rect.x = 131*screen_multiplier 
home_upstairs_banister.rect.y = 62*screen_multiplier 
screen.blit(home_upstairs_banister.image, (home_upstairs_banister.rect.x, home_upstairs_banister.rect.y)) 
################################################################################ 
class Doors(pygame.sprite.Sprite): 

    def __init__(self, width, height): 
     super(Doors, self).__init__() 
     self.player_house_door = pygame.Surface((width, height)) 
     self.player_house_door.fill(WHITE) 
     self.rect = self.player_house_door.get_rect() 
     self.rect.x = 40*screen_multiplier 
     self.rect.y = 75*screen_multiplier  
player_house_door = Doors(8*screen_multiplier, 2*screen_multiplier) 

player_group = pygame.sprite.Group() 
player_group.add(player) 

inside_house_door = Doors(22*screen_multiplier, 18*screen_multiplier) 
inside_house_door.rect.x = 80*screen_multiplier 
inside_house_door.rect.y = 13*screen_multiplier 
screen.blit(inside_house_door.player_house_door, (inside_house_door.rect.x, inside_house_door.rect.y)) 

extra_door = Doors(8*screen_multiplier, 2*screen_multiplier) 
################################################################################ 

place = 3 
def area_load():   
    global background 

    if place == 0: 
     global start_in_bed 
     if start_in_bed == 0: 
      player.rect.x = 126*screen_multiplier 
      player.rect.y = 105*screen_multiplier 
      sprite = pygame.image.load('player_south_still.png') 
     else: 
      player.rect.x = 110*screen_multiplier 
      player.rect.y = 50*screen_multiplier 
      sprite = pygame.image.load('player_west_still.png') 
     inside_house_door.rect.x = 130*screen_multiplier 
     inside_house_door.rect.y = 50*screen_multiplier 
     sprite = pygame.image.load('player_west_still.png') 
     background = pygame.image.load('player_house_upstairs.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
     screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
    if place == 1: 
     start_in_bed += 1 
     inside_house_door.rect.x = 110*screen_multiplier 
     inside_house_door.rect.y = 24*screen_multiplier 
#Player rect.x and rect.y are determined in collisions of doors so you end up at the right place 
     player_house_door.rect.x = 73*screen_multiplier 
     player_house_door.rect.y = 130*screen_multiplier 
     door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     if door_enter: 
      while door_enter: 
       player.rect.y -= 1*screen_multiplier 
       door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     background = pygame.image.load('player_house_bottom.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
    if place == 2: 
     player_house_door.rect.x = 40*screen_multiplier 
     player_house_door.rect.y = 75*screen_multiplier 
     background = pygame.image.load('neuory_town.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
    if place == 3: 
     player.rect.x = (70*screen_multiplier) 
     player.rect.y = (112*screen_multiplier) 
     inside_house_door.rect.x = 70*screen_multiplier 
     inside_house_door.rect.y = 133*screen_multiplier 
     extra_door.rect.x = 114*screen_multiplier 
     extra_door.rect.y = 47*screen_multiplier 
     sprite = pygame.image.load('player_north_still.png') 
     background = pygame.image.load('lab.png').convert() 
     background = pygame.transform.scale(background, (160*screen_multiplier, 144*screen_multiplier)) 
     screen.blit(background, (0, 0)) 
area_load() 





####################################################################### 


#Random variables for later use 

pygame.init() 

amount_caught = 0 
catch1 = {'pokemon':'none', 
      'hp':0, 
      'attack':0, 
      'defence':0, 
      'sp_attack':0, 
      'sp_defence':0,} 

(x) = 160*0.45 
(y) = 144*0.45 
def caught(): 
    if amount_caught == 0: 
     pass 
     #catch1 values are equal to wild one's 

#Mainloop 
crashed = False 
while not crashed: 

    x_change = 0 
    y_change = 0 

    #Different buttons 
    for event in pygame.event.get(): 
     if event.type == pygame.QUIT: 
      crashed = True 
      pygame.quit() 
     elif event.type == pygame.KEYDOWN: 
      if event.key == pygame.K_LEFT: 
       x_change = -3*screen_multiplier 
       player.rect.x += x_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = 1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
       sprite = pygame.image.load('player_west_still.png') 
      elif event.key == pygame.K_RIGHT: 
       x_change = 3*screen_multiplier 
       player.rect.x += x_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          x_change = -1*screen_multiplier 
          player.rect.x += x_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
       sprite = pygame.image.load('player_east_still.png') 
      elif event.key == pygame.K_UP:  
       y_change = -3*screen_multiplier 
       player.rect.y += y_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = 1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 

       sprite = pygame.image.load('player_north_still.png') 
      elif event.key == pygame.K_DOWN: 
       y_change = 3*screen_multiplier 
       player.rect.y += y_change 
       screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
       if place == 3: 
        hits = pygame.sprite.spritecollide(player, lab_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, lab_blocks, False) 
       if place == 2: 
        hits = pygame.sprite.spritecollide(player, nt_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
       if place == 1: 
        hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_downstairs_blocks, False) 

       if place == 0: 
        hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False)    
        if hits: 
         while hits: 
          print ('Collision!') 
          y_change = -1*screen_multiplier 
          player.rect.y += y_change 
          hits = pygame.sprite.spritecollide(player, home_upstairs_blocks, False) 
       sprite = pygame.image.load('player_south_still.png') 
     elif event.type == pygame.KEYUP: 
      if event.key == pygame.K_LEFT: 
       x_change = 0 
      elif event.key == pygame.K_RIGHT: 
       x_change = 0 
      elif event.key == pygame.K_UP: 
       y_change = 0 
      elif event.key == pygame.K_DOWN: 
       y_change = 0  
    x += x_change 
    y += y_change 
    player.rect.x += x_change 
    player.rect.y += y_change 
    #Check for collisions 
    hits = pygame.sprite.spritecollide(player, nt_blocks, False) 
    if place == 3: 
     door_enter = pygame.sprite.spritecollide(inside_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = 100*screen_multiplier 
      player.rect.y = 50*screen_multiplier 
      place = 2   
      area_load()  
    elif place == 2: 
     door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = 70*screen_multiplier 
      player.rect.y = 110*screen_multiplier 
      place = 1   
      area_load() 
     door_enter = pygame.sprite.spritecollide(extra_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = 70*screen_multiplier 
      player.rect.y = 110*screen_multiplier 
      place = 3   
      area_load() 
    elif place == 1: 
     door_enter = pygame.sprite.spritecollide(inside_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      player.rect.x = (38*screen_multiplier) 
      player.rect.y = (80*screen_multiplier) 
      place = 0 
      sprite = pygame.image.load('player_east_still.png') 
      if start_in_bed != 0: 
       player.rect.x = 130*screen_multiplier 
       player.rect.y = 30*screen_multiplier 

      area_load() 

     door_enter = pygame.sprite.spritecollide(player_house_door, player_group, False) 
     if door_enter: 
      print('outside door') 
      player.rect.x = (38*screen_multiplier) 
      player.rect.y = (80*screen_multiplier) 
      place = 2 
      sprite = pygame.image.load('player_north_still.png') 
      area_load() 
    elif place == 0: 
     door_enter = pygame.sprite.spritecollide(inside_house_door, player_group, False) 
     if door_enter: 
      print('n') 
      place = 1 
      player.rect.y = 25*screen_multiplier 
      player.rect.x = 132*screen_multiplier 
      area_load() 

    if place == 0: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier*2, 14*screen_multiplier*2)) 
    elif place == 1: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier*2, 14*screen_multiplier*2)) 
    elif place == 3: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier*2, 14*screen_multiplier*2)) 
    else: 
     sprite = pygame.transform.scale(sprite, (10*screen_multiplier, 14*screen_multiplier)) 
    #Draw everything 
    screen.blit(player.player_sprite, (player.rect.x, player.rect.y)) 
    screen.blit(background, (0, 0)) 
    #screen.blit(lab_bottom_left_fridges.image, (lab_bottom_left_fridges.rect.x, lab_bottom_left_fridges.rect.y)) 
    sprite.set_colorkey(WHITE) 
    screen.blit(sprite,(player.rect.x,player.rect.y)) 


    pygame.display.flip() 
pygame.quit()  

ありがとうございました!

+1

これはあまりにも多くのコードは、stackoverflowのためです。ここに投稿する前にコードを絶対[最小](http://stackoverflow.com/help/mcve)に減らす必要があります。改善の余地がたくさんあるので、コードをhttp://codereview.stackexchange.comに投稿することをお勧めします。 stackoverflowとは対照的に、そこにすべてのコードを投稿し、正しく動作することを確認する必要があります。さまざまなシーンを切り替えるには、[有限状態マシン](https://www.reddit.com/r/pygame/comments/3kghhj/simple_state_machine_example/)が必要なようです。 – skrx

答えて

1

残念ながら、pygameのkeydownイベントでは、キーが押されたことだけがフレームに表示され、キーが解放されたフレームではkeyupイベントがトリガーされます。この作業を自分の利益に向けるためには、独自のロジックを実装する必要があります。私は簡単なブールスイッチを提案します。 例:左矢印を押していないと、それが解放されるとすぐに、もはや真であるように、この方法では

if event.type == KEYDOWN: 
    if event.key == K_LEFT: 
      moveLeft = true 
elif event.type == KEYUP: 
    if event.key == K_LEFT: 
      moveLeft = false 

if moveLeft: 
    player.rect.x = player.rect.x - 1 

、moveLeftは限りtrueになります。他の場所に同じロジックを適用することもできます。

1

pygame.key.get_pressed()を使用することもできます。

key_pressed = pygame.key.get_pressed() 
if key_pressed[pygame.K_UP]: 
    # move something up 
if key_pressed[pygame.K_LEFT]: 
    # move something left 
if key_pressed[pygame.K_DOWN]: 
    # move something down 
if key_pressed[pygame.K_RIGHT]: 
    # move something right 

Per the documentation、()

pygame.key.get_pressed呼び出すと、呼び出し、つまり

「をキーボード上のすべてのキーの状態を表すブール値のシーケンスを返します」:たとえば、この関数は(key_downやkey_upのように)起こっているゲームイベントに依存しません。配列は常にキーがダウンしているかアップしているかを知っています。

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