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Python 在Pygame中使用WASD在立方体周围移动?_Python_Opengl_Pygame_Pyopengl_Opengl Compat - Fatal编程技术网

Python 在Pygame中使用WASD在立方体周围移动?

Python 在Pygame中使用WASD在立方体周围移动?,python,opengl,pygame,pyopengl,opengl-compat,Python,Opengl,Pygame,Pyopengl,Opengl Compat,问题是,当我按下一个键时,相机会继续移动,而不是当我按住键时,相机会移动,然后停在某个地方。我该如何解决这个问题?这是我导入opengl模块并为立方体创建顶点、边和曲面的项目代码。我正在尝试使用pygame和pyopengl创建一个立方体,在那里我可以用WASD移动立方体 import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * verts = ( (1, -1

问题是,当我按下一个键时,相机会继续移动,而不是当我按住键时,相机会移动,然后停在某个地方。我该如何解决这个问题?这是我导入opengl模块并为立方体创建顶点、边和曲面的项目代码。我正在尝试使用pygame和pyopengl创建一个立方体,在那里我可以用WASD移动立方体

import pygame
from pygame.locals import *

from OpenGL.GL import *
from OpenGL.GLU import *

verts = (
    (1, -1, -1),
    (1, 1, -1),
    (-1, 1, -1),
    (-1, -1, -1),
    (1, -1, 1),
    (1, 1, 1),
    (-1, -1, 1),
    (-1, 1, 1),
)

edges = (
    (0,1),
    (0,3),
    (0,4),
    (2,1),
    (2,3),
    (2,7),
    (6,3),
    (6,4),
    (6,7),
    (5,1),
    (5,4),
    (5,7),
)

surfaces = (
    (0, 1, 2, 3),
    (3, 2, 7, 6),
    (6, 7, 5, 4),
    (1, 5, 7, 2),
    (4, 5, 1, 0),
    (4, 0, 3, 6),
)

colors = (
    (1, 0, 0),
    (0, 1, 0),
    (0, 0, 1),
    (0,0,0),
    (1,1,1),
    (0,1,1),
    (1, 0, 0),
    (0, 1, 0),
    (0, 0, 1),
    (0,0,0),
    (1,1,1),
    (0,1,1),
)

def Cube():
    glBegin(GL_QUADS)
    x = 0
    for surface in surfaces:
        x+=1
        for vertex in surface:
            glColor3fv(colors[x])
            glVertex3fv(verts[vertex])
    glEnd()
    
    
    
    
    glBegin(GL_LINES)
    for edge in edges:
        for vertex in edge:
            glVertex3fv(verts[vertex])


    glEnd()


def main():
    pygame.init()
    display = (1280, 720)
    pygame.display.set_mode(display, DOUBLEBUF|OPENGL)

    gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)

    glRotatef(0, 0, 0, 0)
    pos = 0.0
    back = 0.0
    glTranslatef(pos, 0.0, back)
    while True:

        pressed_left = False
        pressed_right = False
        pressed_up = False
        pressed_down = False
        glTranslatef(pos, 0.0, back)

        x_move = 0
        y_move = 0

        #camera
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    pressed_left = True
                elif event.key == pygame.K_RIGHT:
                    pressed_right = True
                elif event.key == pygame.K_DOWN:
                    pressed_down = True
                elif event.key == pygame.K_UP:
                    pressed_up = True
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT:
                    pressed_left = False
                    print('off key')
                elif event.key == pygame.K_RIGHT:
                    pressed_right = False
                    print('off key')
                if event.key == pygame.K_UP:
                    pressed_up = False
                    print('off key')
                elif event.key == pygame.K_DOWN:
                    pressed_down = False
                    print('off key')

        if pressed_left == True:
            pos = -0.1
            print('key left')
        elif pressed_right == True:
            pos = 0.1
            print('key right')
        elif pressed_up == True:
            back = 0.1
            print('key up')
        elif pressed_down == True:
            back = -0.1
            print('key down')
        else:
            pos = pos
            back = back


        #glRotatef(1, 3, 1, 1)
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
        Cube()
        pygame.display.flip()
        pygame.time.wait(10)

main()

传统的OpenGL矩阵转换(如)不设置转换。矩阵运算定义一个新的变换矩阵,并将当前变换矩阵乘以新矩阵

键盘事件(请参阅模块)仅在按键状态更改时发生一次。每次按键时,
KEYDOWN
事件发生一次
KEYUP
在每次释放钥匙时发生一次。
返回包含每个键状态的列表。如果按下某个键,则该键的状态为
True
,否则为
False
。用于评估按钮的当前状态,并在按住键时获得连续移动:

def main():
pygame.init()
显示=(1280720)
pygame.display.set_模式(显示,DOUBLEBUF | OPENGL)
clock=pygame.time.clock()
glEnable(GL_深度_测试)
glMatrixMode(GL_投影)
透视图(90,(显示[0]/显示[1]),0.1,50.0)
glMatrixMode(GLU模型视图)
位置,背面=0.0,-5.0
GLTRANSTEF(位置,0.0,背面)
尽管如此:
时钟滴答(60)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
pygame.quit()
退出
keys=pygame.key.get_pressed()
如果键[pygame.K_左]:
glTranslatef(-0.1,0.0,0.0)
打印('左键')
elif keys[pygame.K_RIGHT]:
GLTRANSTEF(0.1,0.0,0.0)
打印('右键')
elif keys[pygame.K_UP]:
glTranslatef(0.0,0.1,0.0)
打印('向上键')
elif keys[pygame.K_DOWN]:
glTranslatef(0.0,-0.1,0.0)
打印('key down')
glClear(GL_颜色_缓冲区_位| GL_深度_缓冲区_位)
多维数据集()
pygame.display.flip()

传统的OpenGL矩阵转换(如)不设置转换。矩阵运算定义一个新的变换矩阵,并将当前变换矩阵乘以新矩阵

键盘事件(请参阅模块)仅在按键状态更改时发生一次。每次按键时,
KEYDOWN
事件发生一次
KEYUP
在每次释放钥匙时发生一次。
返回包含每个键状态的列表。如果按下某个键,则该键的状态为
True
,否则为
False
。用于评估按钮的当前状态,并在按住键时获得连续移动:

def main():
pygame.init()
显示=(1280720)
pygame.display.set_模式(显示,DOUBLEBUF | OPENGL)
clock=pygame.time.clock()
glEnable(GL_深度_测试)
glMatrixMode(GL_投影)
透视图(90,(显示[0]/显示[1]),0.1,50.0)
glMatrixMode(GLU模型视图)
位置,背面=0.0,-5.0
GLTRANSTEF(位置,0.0,背面)
尽管如此:
时钟滴答(60)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
pygame.quit()
退出
keys=pygame.key.get_pressed()
如果键[pygame.K_左]:
glTranslatef(-0.1,0.0,0.0)
打印('左键')
elif keys[pygame.K_RIGHT]:
GLTRANSTEF(0.1,0.0,0.0)
打印('右键')
elif keys[pygame.K_UP]:
glTranslatef(0.0,0.1,0.0)
打印('向上键')
elif keys[pygame.K_DOWN]:
glTranslatef(0.0,-0.1,0.0)
打印('key down')
glClear(GL_颜色_缓冲区_位| GL_深度_缓冲区_位)
多维数据集()
pygame.display.flip()