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!
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