2 回答
TA贡献1880条经验 获得超4个赞
您将键盘事件处理与跳转逻辑混合在一起。我做了两件事,改变空格键检测来触发isjump和处理跳转逻辑,不管是否有按键按下:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
x = 0
y = 490
width = 10
height = 10
vel = 5
pygame.key.set_repeat(1)
isjump = False
jumpcount = 10
while True:
pygame.time.delay(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x>vel-5:
x -= vel
if keys[pygame.K_d] and x < 500 - width:
x += vel
# if we're not already jumping, check if space is pressed to start a jump
if not isjump and keys[pygame.K_SPACE]:
isjump = True
jumpcount = 10
# if we're supposed to jump, handle the jump logic
if isjump:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= (jumpcount ** 2) /2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
pygame.quit()
TA贡献1895条经验 获得超3个赞
线条keys = pygame.key.get_pressed()和整个游戏逻辑和绘图代码不应在事件循环(for event in pygame.event.get():)中,否则代码会在队列中的每个事件中执行一次,如果队列中没有事件,则根本不会执行。
您可以将其keys = pygame.key.get_pressed()下方的所有行缩成凹痕。
或者,您可以在事件循环中检查是否按下了空格键(使用if event.type == pygame.KEYDOWN:)然后设置isjump为True(这意味着玩家每次按键只会跳跃一次)。
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
x = 0
y = 490
width = 10
height = 10
vel = 5
isjump = False
jumpcount = 10
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
isjump = True
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and x > vel - 5:
x -= vel
elif keys[pygame.K_d] and x < 500 - width:
x += vel
if isjump:
if jumpcount >= -10:
neg = 1
if jumpcount < 0:
neg = -1
y -= jumpcount**2 / 2 * neg
jumpcount -= 1
else:
isjump = False
jumpcount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, (255, 255, 255), (x, y, width, height))
pygame.display.update()
clock.tick(30)
pygame.quit()
我还建议添加一个pygame.time.Clock实例并调用clock.tick(FPS)来调节帧速率。
而且我宁愿以这种方式实现跳跃,每个重力帧的重力常数都会添加到y速度中。
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