資訊內(nèi)容
用python和pygame游戲編程入門-鍵盤設(shè)備
前面的知識和案例中我們也用了一下鍵盤,那時候是用了pygame.event.get()獲取所有的事件,當(dāng)event.type == KEYDOWN的時候,再判斷event.key的種類。今天我們再介紹一個方法,pygame.key.get_pressed()來獲得所有按下的鍵值,它會返回一個元組。這個元組的索引就是鍵值,對應(yīng)的就是是否按下,比如說:
當(dāng)我們按下右鍵時,得到的 get_pressed 元組列表如下(注意有一個1):
(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
pygame.K_RIGHT 是一個常量, 值是275.
key_pressed[pygame.K_RIGHT] 實質(zhì)上就是key_pressed[275]==1代表右鍵被按下
當(dāng)然key模塊下還有很多函數(shù):
key.get_focused —— 返回當(dāng)前的pygame窗口是否激活
key.get_pressed —— 剛剛解釋過了
key.get_mods —— 按下的組合鍵(Alt, Ctrl, Shift)
key.set_mods —— 你也可以模擬按下組合鍵的效果(KMOD_ALT, KMOD_CTRL, KMOD_SHIFT)
key.set_repeat —— 無參數(shù)調(diào)用設(shè)置pygame不產(chǎn)生重復(fù)按鍵事件,二參數(shù)(delay, interval)調(diào)用設(shè)置重復(fù)事件發(fā)生的時間
key.name —— 接受鍵值返回鍵名
使用鍵盤控制方向
根據(jù)坐標(biāo)變化規(guī)律,通過這張圖幫助理解鍵盤如何控制方向:
我們使用key.get_pressed()修改之前的程序:
background_image_filename = './img/Underwater.png' sprite_image_filename = './img/fish-b.png' import pygame from pygame.locals import * from sys import exit from Vec2d import * pygame.init() screen = pygame.display.set_mode((640, 480), 0, 32) background = pygame.image.load(background_image_filename).convert() sprite = pygame.image.load(sprite_image_filename).convert_alpha() clock = pygame.time.Clock() sprite_pos = Vec2d(200, 150) sprite_speed = 300. while True: for event in pygame.event.get(): if event.type == QUIT: exit() pressed_keys = pygame.key.get_pressed() key_direction = Vec2d(0, 0) if pressed_keys[K_LEFT]: print(pressed_keys) key_direction.x = -1 elif pressed_keys[K_RIGHT]: key_direction.x = +1 if pressed_keys[K_UP]: key_direction.y = -1 elif pressed_keys[K_DOWN]: key_direction.y = +1 key_direction.normalized() screen.blit(background, (0,0)) screen.blit(sprite, sprite_pos) time_passed = clock.tick(30) time_passed_seconds = time_passed / 1000.0 sprite_pos+= key_direction * sprite_speed * time_passed_seconds pygame.display.update()
如果你不知道Vec2d是什么,傳送門-->pygame游戲編程入門-向量類的使用
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