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所以我写了一个pygame游戏,代码有点大,但我会解释我的问题是什么。如果需要,我也可以发布代码。

所以我在pygame中 有一个PlayerData类和一个类,使用Python 3.3.2。类有 3 个方法,它们根据键盘输入改变位置向量,(特别是 x 坐标,因为它是 2D 的)。第三种方法是。它获取位置向量,并将其分配给玩家 rect.left/rect.top。运动功能有一个标志参数,我在课堂上使用它。EventManagerPlayerDataself.move_left(self)self.move_right(self)self.update_pos(self)EventManager

到目前为止,这对于玩家阶层来说是清晰而体面的。问题来了。在我的EventManager课堂上,我有一个 for 循环来检查按键是否被按下/释放。在__init__()我只打电话self.player = playerData()。如果按下某个键,我会调用该类self.player.move_left(flag=True)中定义的键PlayerData。如果释放相同的键,我调用self.player.move_left(flag=False),所以它停止减去像素向左移动。

再说一次,到目前为止,我觉得很好。但后来我点击了游戏循环,它是这样的: Handle events Update game state Draw 在句柄事件块中,我检查键,如果按下,我调用PlayerData方法来移动。(意味着重新定义在PlayerData类中定义的位置向量的 x,y 坐标)。然后我转到更新数据块,在那里我调用Player.update_pos(),它将新的位置坐标分配给玩家矩形形状。然后我重新绘制播放器。

问题是当我调用该update_pos()方法时位置向量没有改变。这是代码。

import pygame
import sys
import datetime
from pygame.locals import *
from datetime import timedelta

class Vector(object):
    ''' Performs vector aritmetics
    '''
    def __init__(self, x, y):
        self.x = x
        self.y = y

    def add(self, v):
        x = self.x + v.x
        y = self.y + v.y
        return Vector(x, y)


class GroundTerrain(object):
    ''' Ground data structure.
    Creates a ground data structure and her component's.
    '''
    def __init__(self):
        self.position = Vector(0, 334) # TODO: Remove the hard coding
        self.color = (128, 128, 128) # Gray
        self.width = WINDOWWIDTH
        self.height = 166
        self.ground = {'shape': pygame.Rect((self.position.x, self.position.y),
                                        (self.width, self.height)),
                   'color': self.color
                   }

    def draw_ground(self):
        ''' Draw's the ground shape and color using pygame.draw.rect(...).
        '''
        pygame.draw.rect(WINDOWSURFACE, self.ground['color'],
                                    self.ground['shape'])


class PlayerData(object):
    ''' Player data structure.
    Creates a player data structure and handles few actions.
    '''
    def __init__(self):
        self.ground = GroundTerrain()
        self.position = Vector(15, 264) # TODO: Remove the hard coding
        self.size = Vector(50, 70)
        self.velocity = Vector(5, 5)
        self.gravity = Vector(0, -10)

        self.color = (0, 100, 0) # Dark Green
        self.player = {'shape': pygame.Rect((self.position.x, self.position.y),
                                        (self.size.x, self.size.y)),
                   'color': self.color}

    def move_left(self, flag=False):
        ''' Moves the player shape horizontally
        if it's inside window borders.
        '''
        if flag and self.position.x > 0:
            self.position.x = self.position.x - self.velocity.x

    def move_right(self, flag=False):
        ''' Moves the player shape horizontally
        if it's inside window borders.
        '''
        if flag and self.position.x + self.size.x < WINDOWWIDTH:
        self.position.x = self.position.x + self.velocity.x

    def update_pos(self):
        self.player['shape'].left = self.position.x
        self.player['shape'].top = self.position.y

    def draw_player(self):
        ''' Draw's the player shape and color using pygame.draw.rect(...).
        '''
        pygame.draw.rect(WINDOWSURFACE, self.player['color'],
                                    self.player['shape'])


class EventManager(object):
    ''' Handles keyboard event's.
    Toggles player variables according to the event's.
    '''
    def __init__(self):
    self.player = PlayerData()

    def set_variables(self):
        ''' Toggles player variables according to keyboard/mouse event's.
        '''
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            if event.type == KEYDOWN:
                if event.key == K_LEFT or event.key == ord('a'):
                    self.player.move_left(True)
                if event.key == K_RIGHT or event.key == ord('d'):
                    self.player.move_right(True)

            if event.type == KEYUP:
                if event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                if event.key == K_LEFT or event.key == ord('a'):
                    self.player.move_left(False)
                if event.key == K_RIGHT or event.key == ord('d'):
                    self.player.move_right(False)

#-------------------------------------------------------------------------

WINDOWWIDTH = 900
WINDOWHEIGHT = 500
WINDOWSURFACE = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32)
pygame.display.set_caption('Placeholder')
MAIN_CLOCK = pygame.time.Clock()
FPS = 40

def main():
    pygame.init()
    Ground = GroundTerrain()
    Player = PlayerData()
    EventHandle = EventManager()

    while True:
        # Handle events
        EventHandle.set_variables()

        # Update game state
        Player.update_pos()

        # Draw
        WINDOWSURFACE.fill((0, 0, 0)) # Black
        Ground.draw_ground()
        Player.draw_player()
        pygame.display.update()

        MAIN_CLOCK.tick(FPS)

main()
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1 回答 1

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class EventManager(object):
    ''' Handles keyboard event's.
    Toggles player variables according to the event's.
    '''
    def __init__(self, player):
        self.player = player

    ...

将玩家传递到 EventManager

    player = PlayerData()
    EventHandle = EventManager(player)
于 2013-10-16T10:58:05.543 回答