Python 在Pygame中使用WASD在立方体周围移动?
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
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()