Python 我应该将暂停键放在哪里或放在哪里?
好的,我今天开始了一个项目,我创造了太空入侵者。我个人唯一的问题是暂停和取消暂停按钮。我正在使用Python 3.7.4和Pygame 1.9.6Python 我应该将暂停键放在哪里或放在哪里?,python,pygame,python-3.7,Python,Pygame,Python 3.7,好的,我今天开始了一个项目,我创造了太空入侵者。我个人唯一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:
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, 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按下暂停按钮
我试过:
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'''
if event.key == pygame.K_p:
paused = not paused # for pause and unpausing
其中#暂停是:
我试过:
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'''
if event.key == pygame.K_p:
paused = not paused # for pause and unpausing
没有“u”键。
所以我不知道该把它放在哪里。所以有人帮忙会很好。我看了看问题:寻求帮助。还有什么事请告诉我。这里有一个关于球移动的最简单、完整的例子。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()
导入pygame
宽度=640
高度=480
FPS=30
班级舞会(pygame.sprite.sprite):
“移动球精灵”
def uuu init uuuu(self,color=“white”,size=20,speedx=-5,speedy=-5):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.color=pygame.color.color(颜色)
#不要从文件中加载图像,而是画一个圆。
self.image=pygame.Surface((大小*2,大小*2),pygame.SRCALPHA)
pygame.draw.circle(self.image,self.color,(大小,大小),大小)
self.rect=self.image.get_rect()
在屏幕中部启动球
self.rect.x=宽度/2-self.rect.WIDTH/2
self.rect.y=高度/2-self.rect.HEIGHT/2
self.speedx=speedx
迅速的
self.size=大小
def更新(自我):
#如果超出边界,则反转方向
如果不是(0
请注意,暂停时,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
暂停
为真
时放弃特定事件,您应该只在一个位置处理事件。通常,游戏循环应该是:处理事件⇛ 更新游戏状态⇛ 画屏幕。然后,您应该在暂停时忽略非退出事件