Pygame: 如何让精灵在没有按键时朝向相同的方向

Pygame: How to make sprites face the same direction when no key is pressed

我的角色可以正常移动了。但是,当没有按键被按下时,问题就出现了。当没有按下 KEY 时,我该如何做到这一点,精灵将面向与上次面向的相同方向?例如,如果我按 UP,它会朝上,然后当我不按任何其他键时,它仍然会朝上?其他方向也一样。另外,第一次启动游戏时如何显示我的角色?就像,我的角色只有在按下某个键时才会出现,而在没有按下时则保持不可见。

这是我的代码:

精灵:

# Protagonist Sprites
protagR = [pygame.image.load("ASG2_Graphics/JoArrow_R1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_R1_1.png")]
protagL = [pygame.image.load("ASG2_Graphics/JoArrow_L1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_L1_1.png")]
protagU = [pygame.image.load("ASG2_Graphics/JoArrow_U1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_U1_1.png")]
protagD = [pygame.image.load("ASG2_Graphics/JoArrow_D1_1.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_3.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_2.png"), pygame.image.load("ASG2_Graphics/JoArrow_D1_1.png")]
# Bullet Sprites
bulletsP = [pygame.image.load("ASG2_Graphics/Bullet_1.png"), pygame.image.load("ASG2_Graphics/Bullet_2.png"), pygame.image.load("ASG2_Graphics/Bullet_3.png"), pygame.image.load("ASG2_Graphics/Bullet_4.png")]
bulletsE = [pygame.image.load("ASG2_Graphics/E_Bullet_1.png"), pygame.image.load("ASG2_Graphics/E_Bullet_2.png"), pygame.image.load("ASG2_Graphics/E_Bullet_3.png")]
# Enemy Sprites
enemyR = [pygame.image.load("ASG2_Graphics/Enemy_R1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_R1_5.png")]
enemyL = [pygame.image.load("ASG2_Graphics/Enemy_L1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_L1_5.png")]
enemyU = [pygame.image.load("ASG2_Graphics/Enemy_U1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_U1_5.png")]
enemyD = [pygame.image.load("ASG2_Graphics/Enemy_D1_1.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_2.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_3.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_4.png"), pygame.image.load("ASG2_Graphics/Enemy_D1_5.png")]
# Background Sprite
bg = pygame.image.load("Star_Crusaders_MAP.png")

主要()

def main():
    board = player(30, 45, 64, 64, 0)
    while True:
        movePlayer(board) 

class 播放器():

class player():
    def __init__(self, x, y, width, height, walkCount):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.up = False
        self.down = False
        self.left = False
        self.right = False
        self.up = False
        self.down = False
        self.walkCount = walkCount

移动播放器()

    def movePlayer(board):
        clock = pygame.time.Clock()
        run = True

        while run:
            clock.tick(15)

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

            arrowKeys = pygame.key.get_pressed()
            if arrowKeys[pygame.K_LEFT] and board.x > 25 + board.vel:
                board.x -= board.vel
                board.left = True
                board.right = False
                board.up = False
                board.down = False
            elif arrowKeys[pygame.K_RIGHT] and board.x < 485 - board.width - board.vel:
                board.x += board.vel
                board.right = True
                board.left = False
                board.up = False
                board.down = False
            elif arrowKeys[pygame.K_UP] and board.y > 40 + board.vel:
                board.y -= board.vel
                board.right = False
                board.left = False
                board.up = True
                board.down = False
            elif arrowKeys[pygame.K_DOWN] and board.y < 450 - board.height - board.vel:
                board.y += board.vel
                board.right = False
                board.left = False
                board.up = False
                board.down = True
            elif arrowKeys[pygame.K_ESCAPE]:  # ESC key
                stopGame()
            else:
                board.right = False
                board.left = False
                board.up = False
                board.down = False
                board.walkCount = 0

            redrawGameWindow(board)

redrawGameWindow()

def redrawGameWindow(board):
    window.blit(bg, (0,0))
    dest = (board.x, board.y)

    if board.walkCount + 1 >= 30:
        board.walkCount = 0
    if board.left:
        window.blit(protagL[0], dest)
        # currentSprite = protagL[0]
    elif board.right:
        window.blit(protagR[0], dest)
        # currentSprite = protagR[0]
    elif board.up:
        window.blit(protagU[0], dest)
        # currentSprite = protagU[0]
    elif board.down:
        window.blit(protagD[0], dest)
        # currentSprite = protagD[0]
    # stillSprite(currentSprite, board)
    pygame.display.update()

如您所见,我尝试使用 currentSprite() 变量和 stillSprite() 函数来尝试存储最后按下的键,但无济于事。如有任何帮助,我们将不胜感激,谢谢。

问题是,当释放键时状态 board.leftboard.rightboard.upboard.down 被重置,因为移动必须停止.由于图像应保持方向,因此不能将此状态用于该要求。您必须添加一个附加状态。

在属性中说明最后按下的键(例如:board.last_key):

arrowKeys = pygame.key.get_pressed()
if arrowKeys[pygame.K_LEFT] and board.x > 25 + board.vel:
    board.x -= board.vel
    board.left, board.right, board.up, board.down = True, False, False, False
    board.last_key = pygame.K_LEFT
elif arrowKeys[pygame.K_RIGHT] and board.x < 510 - board.width - board.vel:
    board.x += board.vel
    board.left, board.right, board.up, board.down = False, True, False, False
    board.last_key = pygame.K_RIGHT
elif arrowKeys[pygame.K_UP] and board.y > 40 + board.vel:
    board.y -= board.vel
    board.left, board.right, board.up, board.down = False, False, True, False
    board.last_key = pygame.K_UP
elif arrowKeys[pygame.K_DOWN] and board.y < 450 - board.height - board.vel:
    board.y += board.vel
    board.left, board.right, board.up, board.down = False, False, False, True
    board.last_key = pygame.K_DOWN
elif arrowKeys[pygame.K_ESCAPE]:  # ESC key
    stopGame()
else:
    board.left, board.right, board.up, board.down = False, False, False, False
    board.walkCount = 0

根据board.last_key选择图片:

def redrawGameWindow(board):
    window.blit(bg, (0,0))
    dest = (board.x, board.y)

    if board.walkCount + 1 >= 30:
        board.walkCount = 0
    if board.last_key == pygame.K_LEFT:
        window.blit(protagL[0], dest)
        # currentSprite = protagL[0]
    elif board.last_key == pygame.K_RIGHT:
        window.blit(protagR[0], dest)
        # currentSprite = protagR[0]
    elif board.last_key == pygame.K_UP:
        window.blit(protagU[0], dest)
        # currentSprite = protagU[0]
    elif board.last_key == pygame.K_DOWN:
        window.blit(protagD[0], dest)
        # currentSprite = protagD[0]
    # stillSprite(currentSprite, board)
    pygame.display.update()