问题描述
好的,所以我今天开始一个项目,在那里我创建了太空侵略者。我个人唯一遇到的问题是暂停和取消暂停按钮。我正在使用Python 3.7.4和Pygame 1.9.6。
paused = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p: # Pausing
paused = True
if event.key == pygame.K_u: # Unpausing
paused = False
if not paused:
# RGB = Red,Green,Blue
screen.fill((0,0))
# Background Image
screen.blit(background,(0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# if keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -5
if event.key == pygame.K_RIGHT:
playerX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
bullet_Sound = mixer.sound('laser.wav')
bullet_Sound.play()
# Get the current x coordinate of the spaceship
bulletX = playerX
fire_bullet(bulletX,bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
所以我不知道我是否应该先拥有暂停按钮。
我尝试过:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p: # Pausing
paused = True
if event.key == pygame.K_u: # Unpausing
paused = False
if not paused:
while running:
'''The rest of the code'''
#暂停位置是
我尝试过:
if event.key == pygame.K_p:
paused = not paused # for pause and unpausing
没有'u'键。 所以,我只是失去了我应该把它放在哪里。因此,有帮助会很好。我看着问题:pausing/ Unpausing in Pygame寻求帮助。还有什么让我知道的。
解决方法
这是一个最小,完整的球移动示例。您可以通过按 P 暂停和取消暂停其移动。您可以使用← ↑ → ↓更改其速度。按下空格键将重置速度。
import pygame
WIDTH = 640
HEIGHT = 480
FPS = 30
class Ball(pygame.sprite.Sprite):
"""Moving ball sprite"""
def __init__(self,color="white",size=20,speedx=-5,speedy=-5):
pygame.sprite.Sprite.__init__(self)
self.color = pygame.color.Color(color)
# instead of loading an image from file,draw a circle.
self.image = pygame.Surface((size * 2,size * 2),pygame.SRCALPHA)
pygame.draw.circle(self.image,self.color,(size,size),size)
self.rect = self.image.get_rect()
# start ball in the middle of the screen
self.rect.x = WIDTH / 2 - self.rect.width / 2
self.rect.y = HEIGHT / 2 - self.rect.height / 2
self.speedx = speedx
self.speedy = speedy
self.size = size
def update(self):
# reverse direction if out of bounds
if not (0 < self.rect.x < WIDTH - self.size*2):
self.speedx *= -1
if not (0 < self.rect.y < HEIGHT - self.size*2):
self.speedy *= -1
# update position
self.rect.x += self.speedx
self.rect.y += self.speedy
pygame.init()
window = pygame.display.set_mode((WIDTH,HEIGHT))
clock = pygame.time.Clock()
ball = Ball()
balls = pygame.sprite.Group()
balls.add(ball)
paused = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYUP:
if event.key == pygame.K_p:
paused = not paused
elif event.key == pygame.K_UP:
ball.speedy += 5
elif event.key == pygame.K_DOWN:
ball.speedy -= 5
if event.key == pygame.K_RIGHT:
ball.speedx += 5
elif event.key == pygame.K_LEFT:
ball.speedx -= 5
elif event.key == pygame.K_SPACE:
# reset speed
ball.speedx = 2
ball.speedy = 0
# update game elements
if not paused:
pygame.display.set_caption('Running')
ball.update()
else:
pygame.display.set_caption('Paused')
# draw surface - fill background
window.fill(pygame.color.Color("grey"))
## draw sprites
balls.draw(window)
# show surface
pygame.display.update()
# limit frames
clock.tick(FPS)
pygame.quit()
请注意,在暂停期间,事件仍在处理中,因此您仍可以调整速度。要更改此行为,您需要在paused
为True
时丢弃特定事件。