pygame 未能检测到 keyup
pygame failure to detect keyup
我正在使用 pygame 库制作一个简单的游戏。我注意到一个奇怪的错误,如果我点击其中一个方向键来移动我的角色,它会固定在一个方向上移动。按下键会在您按下的方向上触发正加速度,而按下键会将加速度重置为零。检查这些值,尽管发生了按键弹起,但加速度仍保持正值。查看所有事件,它注册了一个按键按下和按键向上,但是 pygame 没有 运行 与该按键事件关联的代码。这可能是我键盘的信号问题,但它似乎可能是 pygame 中的事件处理。这是我的代码:
import pygame
pygame.init()
display_x = 1024
display_y = 512
game_display = pygame.display.set_mode((display_x, display_y))
clock = pygame.time.Clock()
fps = 30
font = pygame.font.SysFont(None, 25)
max_velocity = 16
acceleration = 4
def print_to_screen(text, color, x, y):
screen_text = font.render(text, True, color)
game_display.blit(screen_text, [x, y])
def game_loop():
game_exit = False
lead_x = display_x/2
lead_y = display_y/2
vel_x = 0
vel_y = 0
acc_x = 0
acc_y = 0
tile_size = 32
while not game_exit:
for event in pygame.event.get():
print(event)
if event.type == pygame.QUIT:
game_exit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
acc_x = -acceleration
if event.key == pygame.K_RIGHT:
acc_x = acceleration
if event.key == pygame.K_UP:
acc_y = -acceleration
if event.key == pygame.K_DOWN:
acc_y = acceleration
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and vel_x < 0:
acc_x = 0
if event.key == pygame.K_RIGHT and vel_x > 0:
acc_x = 0
if event.key == pygame.K_UP and vel_y < 0:
acc_y = 0
if event.key == pygame.K_DOWN and vel_y > 0:
acc_y = 0
if -max_velocity < vel_x < max_velocity: # if velocity isn't max, adds acceleration to velocity
vel_x += acc_x
if -max_velocity < vel_y < max_velocity:
vel_y += acc_y
if vel_x < 0: # velocity decay, if vel is less than 0, adds one. no input = slowed down cube
vel_x += 1
elif vel_x > 0:
vel_x -= 1
if vel_y < 0:
vel_y += 1
elif vel_y > 0:
vel_y -= 1
if (lead_x + vel_x) < 0: # looks into future: if past border in next frame, sets x coord to 0, stops motion
vel_x = 0
acc_x = 0
lead_x = 0
elif (lead_x + vel_x) > (display_x - tile_size):
vel_x = 0
acc_x = 0
lead_x = (display_x - tile_size)
if (lead_y + vel_y) < 0:
vel_y = 0
acc_y = 0
lead_y = 0
elif (lead_y + vel_y) > (display_y - tile_size):
vel_y = 0
acc_y = 0
lead_y = (display_y - tile_size)
lead_x += vel_x
lead_y += vel_y
game_display.fill((255, 255, 255))
pygame.draw.rect(game_display, (255, 0, 0), [lead_x, lead_y, tile_size, tile_size])
print_to_screen(str(int(lead_x)) + ", " + str(int(lead_y)), (0, 0, 0), 0, 0)
if vel_x > max_velocity or vel_y > max_velocity:
print_to_screen(str(int(vel_x)) + ", " + str(int(vel_y)), (255, 0, 0), 0, 16)
else:
print_to_screen(str(int(vel_x)) + ", " + str(int(vel_y)), (0, 0, 0), 0, 16)
if acc_x > acceleration or acc_y > acceleration:
print_to_screen(str(int(acc_x)) + ", " + str(int(acc_y)), (255, 0, 0), 0, 32)
else:
print_to_screen(str(int(acc_x)) + ", " + str(int(acc_y)), (0, 0, 0), 0, 32)
pygame.display.update()
clock.tick(fps)
game_loop()
pygame.quit()
quit()
这是快速点击的事件数据:
<Event(2-KeyDown {'unicode': '', 'key': 276, 'mod': 0, 'scancode': 75})>
<Event(3-KeyUp {'key': 276, 'mod': 0, 'scancode': 75})>
显示按键弹起和按键按下事件,不知道为什么弹起键不注册。
Remove that keyup block and add this to keydown block:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
acc_x = -acceleration
acc_y = 0
if event.key == pygame.K_RIGHT:
acc_x = acceleration
acc_y = 0
if event.key == pygame.K_UP:
acc_y = -acceleration
acc_x = 0
if event.key == pygame.K_DOWN:
acc_y = acceleration
acc_x = 0
问题是您结合 KEYUP 事件检查 vel_x
是小于还是大于 0。想想当我们向左移动(vel_x < 0
)并快速按下并释放K_RIGHT
时会发生什么,那么vel_x
仍然是负数所以if event.key == pygame.K_RIGHT and vel_x > 0:
是False
, keyup 事件被忽略并且 acc_x
没有重置为 0.
您应该检查 acc_x
而非 vel_x
是否大于 0。
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and acc_x < 0:
acc_x = 0
if event.key == pygame.K_RIGHT and acc_x > 0:
acc_x = 0
上下键和vel_y、acc_y.
也是一样
我正在使用 pygame 库制作一个简单的游戏。我注意到一个奇怪的错误,如果我点击其中一个方向键来移动我的角色,它会固定在一个方向上移动。按下键会在您按下的方向上触发正加速度,而按下键会将加速度重置为零。检查这些值,尽管发生了按键弹起,但加速度仍保持正值。查看所有事件,它注册了一个按键按下和按键向上,但是 pygame 没有 运行 与该按键事件关联的代码。这可能是我键盘的信号问题,但它似乎可能是 pygame 中的事件处理。这是我的代码:
import pygame
pygame.init()
display_x = 1024
display_y = 512
game_display = pygame.display.set_mode((display_x, display_y))
clock = pygame.time.Clock()
fps = 30
font = pygame.font.SysFont(None, 25)
max_velocity = 16
acceleration = 4
def print_to_screen(text, color, x, y):
screen_text = font.render(text, True, color)
game_display.blit(screen_text, [x, y])
def game_loop():
game_exit = False
lead_x = display_x/2
lead_y = display_y/2
vel_x = 0
vel_y = 0
acc_x = 0
acc_y = 0
tile_size = 32
while not game_exit:
for event in pygame.event.get():
print(event)
if event.type == pygame.QUIT:
game_exit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
acc_x = -acceleration
if event.key == pygame.K_RIGHT:
acc_x = acceleration
if event.key == pygame.K_UP:
acc_y = -acceleration
if event.key == pygame.K_DOWN:
acc_y = acceleration
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and vel_x < 0:
acc_x = 0
if event.key == pygame.K_RIGHT and vel_x > 0:
acc_x = 0
if event.key == pygame.K_UP and vel_y < 0:
acc_y = 0
if event.key == pygame.K_DOWN and vel_y > 0:
acc_y = 0
if -max_velocity < vel_x < max_velocity: # if velocity isn't max, adds acceleration to velocity
vel_x += acc_x
if -max_velocity < vel_y < max_velocity:
vel_y += acc_y
if vel_x < 0: # velocity decay, if vel is less than 0, adds one. no input = slowed down cube
vel_x += 1
elif vel_x > 0:
vel_x -= 1
if vel_y < 0:
vel_y += 1
elif vel_y > 0:
vel_y -= 1
if (lead_x + vel_x) < 0: # looks into future: if past border in next frame, sets x coord to 0, stops motion
vel_x = 0
acc_x = 0
lead_x = 0
elif (lead_x + vel_x) > (display_x - tile_size):
vel_x = 0
acc_x = 0
lead_x = (display_x - tile_size)
if (lead_y + vel_y) < 0:
vel_y = 0
acc_y = 0
lead_y = 0
elif (lead_y + vel_y) > (display_y - tile_size):
vel_y = 0
acc_y = 0
lead_y = (display_y - tile_size)
lead_x += vel_x
lead_y += vel_y
game_display.fill((255, 255, 255))
pygame.draw.rect(game_display, (255, 0, 0), [lead_x, lead_y, tile_size, tile_size])
print_to_screen(str(int(lead_x)) + ", " + str(int(lead_y)), (0, 0, 0), 0, 0)
if vel_x > max_velocity or vel_y > max_velocity:
print_to_screen(str(int(vel_x)) + ", " + str(int(vel_y)), (255, 0, 0), 0, 16)
else:
print_to_screen(str(int(vel_x)) + ", " + str(int(vel_y)), (0, 0, 0), 0, 16)
if acc_x > acceleration or acc_y > acceleration:
print_to_screen(str(int(acc_x)) + ", " + str(int(acc_y)), (255, 0, 0), 0, 32)
else:
print_to_screen(str(int(acc_x)) + ", " + str(int(acc_y)), (0, 0, 0), 0, 32)
pygame.display.update()
clock.tick(fps)
game_loop()
pygame.quit()
quit()
这是快速点击的事件数据:
<Event(2-KeyDown {'unicode': '', 'key': 276, 'mod': 0, 'scancode': 75})>
<Event(3-KeyUp {'key': 276, 'mod': 0, 'scancode': 75})>
显示按键弹起和按键按下事件,不知道为什么弹起键不注册。
Remove that keyup block and add this to keydown block:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
acc_x = -acceleration
acc_y = 0
if event.key == pygame.K_RIGHT:
acc_x = acceleration
acc_y = 0
if event.key == pygame.K_UP:
acc_y = -acceleration
acc_x = 0
if event.key == pygame.K_DOWN:
acc_y = acceleration
acc_x = 0
问题是您结合 KEYUP 事件检查 vel_x
是小于还是大于 0。想想当我们向左移动(vel_x < 0
)并快速按下并释放K_RIGHT
时会发生什么,那么vel_x
仍然是负数所以if event.key == pygame.K_RIGHT and vel_x > 0:
是False
, keyup 事件被忽略并且 acc_x
没有重置为 0.
您应该检查 acc_x
而非 vel_x
是否大于 0。
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and acc_x < 0:
acc_x = 0
if event.key == pygame.K_RIGHT and acc_x > 0:
acc_x = 0
上下键和vel_y、acc_y.
也是一样