如何知道何时输入了特定的字符序列?

How to know when a certain sequence of chars is typed?

我正在写一个类似愤怒的小鸟的游戏,我希望当玩家输入 'g',然后输入 'o',然后输入 'd'('god',对于 'god mode'),目标将出现在鸟当前(给定度数和初始速度)着陆(如果你开火)的地方。 - 上帝模式在游戏中可用 3 次。

所以我尝试了 class,并存储了每个最后输入的两个字符: [我使用 tkinter 和 Image,来自 PIL 的 ImageTk]

class GodMode:

times_left = 3   # Default

def __init__(self, master, image_file):
    self.master = master
    self.target_image = Image.open(image_file) 
    self.target = ImageTk.PhotoImage(self.target_image.resize((RED_CROSS_WIDTH, RED_CROSS_HEIGHT), Image.ANTIALIAS))

def display(self, bird):
    self.times_left -= 1
    self.x = physics.distance_traveled(bird)
    self.y = TARGET_Y_LOCATION
    self.master.create_image(self.x, self.y, image = self.target)

def typing_god(self, keystroke, bird):
    '''This function is first called when "g" is typed, from another 
    function (who is binded in the "main" function)
    '''
    if keystroke is None:
        self.last_char = "g"
    else:
        if keystroke.char == "d" or keystroke.char == "D":
            if self.last_char == "o" and self.char_before_last == "g":
                if self.times_left == 3:
                    self.god_mode_start(bird)
                elif 0 < self.times_left:
                    self.god_mode_alert(bird)
                else:
                    help_over()
                    return
        else:
            self.char_before_last = self.last_char
            self.last_char = keystroke.char
    self.master.bind('<Key>', lambda event: typing_god(event, bird))

def god_mode_start(self):
    start_input = messagebox.askyesno(title = "GOD Mode", message = "The god mode is only optional 3 times. Are you sure?")
    if not start_input:
        return
    self.display(bird)

def god_mode_alert(self, bird):
    start = messagebox.showinfinfo(title = "GOD Mode", message = GOD_MODE_FORMAT % self.gode_mode_left)
    if not start:
        return
    self.display(bird)

@staticmethod
def help_over():
    messagebox.showinfo(title = "GOD Mode not available", message = "You have used all your help.")

...但这没有用,我不知道为什么。

非常感谢您的帮助!

大卫

我会为此使用 deque。你可以设置maxlen = 3。当您获得新的击键时,您可以附加到它。检查 deque 中是否有 god 也很简单:

In [1]: from collections import deque
In [2]: d = deque(maxlen=3)
In [3]: d.append('g') # new keystroke
In [4]: d.append('o') # new keystroke
In [5]: d.append('d') # new keystroke
In [6]: d
Out[6]: deque(['g', 'o', 'd'], maxlen=3)
In [7]: ''.join(d) == 'god'  # check if we already in the god mode
Out[7]: True
In [8]: d.append('x') # new keystroke
In [9]: d
Out[9]: deque(['o', 'd', 'x'], maxlen=3)
In [10]: ''.join(d) == 'god' # check if we already in the god mode
Out[10]: False

看起来 self.master.bind('<Key>', lambda event: typing_god(event, bird)) 可能永远不会被调用,您是否在这条语句周围添加了打印以进行检查?

您可能想将它放在构造函数中,并使用 self.typing_god:

def __init__(self, master, image_file):
    self.master = master
    self.target_image = Image.open(image_file) 
    self.target = ImageTk.PhotoImage(self.target_image.resize((RED_CROSS_WIDTH, RED_CROSS_HEIGHT), Image.ANTIALIAS))
    # Add a debug statement to check that this method is getting called
    print "Binding key events to self.typing_god"
    # Bind the key down event in the constructor
    self.master.bind('<Key>', lambda event: self.typing_god(event, bird))

您可以在进行绑定时将事件串联在一起。因此,例如,您可以绑定三个字符序列 "god"(例如:"<g><o><d>"

def god_mode(event):
    print("god mode is activated")
some_widget.bind("<g><o><d>", god_mode)

假设 some_widget 有键盘焦点,当您依次按下键 "g"、"o" 和 "d" 时,将打印消息。

这是使用虚拟事件的好机会。您可以定义自己的事件并绑定到它:

some_widget.event_add("<<GodMode>>", "<g><o><d>")
some_widget.bind("<<GodMode>>", god_mode)