问题描述
因此,我试图做到这一点,以便每次跳跃时,我的玩家分数都会增加一,但是到目前为止,每次跳跃或按住SPACE键时,分数都会增加很多。我尝试以不同的方式编写此代码,但这对我不起作用。 https://gyazo.com/7854a425ac4f66783980492dae774f84
我的代码在玩家每次跳跃时加1得分[不起作用]
if keys[pygame.K_SPACE]:
score += 1
text = font.render(" = "+str(score),True,(255,255,255))
textRect.center = ((150,40))
我的完整代码
import pygame
import random
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption(("Noobs First Game"))
# Player class
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 6
self.fall = 0
self.isJump = False
self.JumpCount = 10
self.rect = pygame.Rect(x,height)
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.rect)
# Platform class
class Platform:
def __init__(self,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.rect = pygame.Rect(x,height)
def draw(self):
self.rect.topleft = (self.x,self.rect)
# displaying Color
white = (255,255)
# Drawing player
playerman = Player(255,40,white)
# Drawing Platform
platform1 = Platform(200,300,700,30,white)
# Putting Platform in a list
platforms = [platform1]
# redrawing window
def redrawwindow():
window.fill((0,0))
# bliting a counter the game
window.blit(text,textRect)
# showing player on the screen
playerman.draw()
# Drawing Platform
for Platform in platforms:
Platform.draw()
# The conter and how its going look like
font = pygame.font.Font("freesansbold.ttf",30)
score = 0
text = font.render(" = "+str(score),255))
textRect = text.get_rect()
textRect.center = ((150,40))
fps = 30
clock = pygame.time.Clock()
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
if event.key == pygame.K_a:
x_change = 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_a:
x_change = 0
x += x_change
if x > 500 - playerman.width or x < 0:
x = old_x
# If keys get pressed
keys = pygame.key.get_pressed()
px,py = playerman.x,playerman.y
if keys[pygame.K_SPACE]:
score += 1
text = font.render(" = "+str(score),40))
# Player movment
if keys[pygame.K_a] and playerman.x > playerman.speed:
px -= playerman.speed
if keys[pygame.K_d] and playerman.x < 700 - playerman.width - playerman.speed:
px += playerman.speed
if keys[pygame.K_w] and playerman.y > playerman.speed:
py -= playerman.speed
if keys[pygame.K_s] and playerman.y < 500 - playerman.height - playerman.speed:
py += playerman.speed
platform_rect_list =[p.rect for p in platforms]
player_rect = playerman.get_rect()
playerman.rect.topleft = (px,py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
if playerman.get_rect().colliderect(Platform.rect):
collide = True
playerman.isJump = False
playerman.y = Platform.rect.top - playerman.height
if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
playerman.x = Platform.rect.left - playerman.width
if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
playerman.x = Platform.rect.right
# colliding with floor
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
pygame.display.update()
quit_game
解决方法
由于按住空格键,分数会增加。为了使乐谱正常工作,您需要等待释放空格键。
尝试此更新:
spcdown = False
while run:
......
# If keys get pressed
keys = pygame.key.get_pressed()
px,py = playerman.x,playerman.y
if not keys[pygame.K_SPACE]: spcdown = False # space released
if keys[pygame.K_SPACE]:
if not spcdown: score += 1 # if space pressed first time
spcdown = True # space key is pressed
text = font.render(" = "+str(score),True,(255,255,255))
textRect.center = ((150,40))
,
使用键盘事件(KEYDOWN
, KEYUP
)进行跳转或生成项目符号之类的操作。
pygame.key.get_pressed()
返回带有每个键状态的列表。如果按住某个键,则该键的状态为True
,否则为False
。使用pygame.key.get_pressed()
评估按钮的当前状态并连续移动。
当键的状态更改时,键盘事件(请参阅pygame.event模块)仅发生一次。每次按下一个键,KEYDOWN
事件就会发生一次。每次释放键都会发生KEYUP
。使用键盘事件可以执行单个操作或逐步移动。
您只想在按 SPACE 时一次增加分数。因此,您应该使用键盘事件KEYDOWN
:
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
if event.key == pygame.K_a:
x_change = 7
if event.key == pygame.K_SPACE:
score += 1
text = font.render(" = "+str(score),255))
textRect.center = ((150,40))
# [...]