Pressing = False
因此,如果释放任何密钥,您的问题很可能是您正在做的。一旦你释放任何键,就会强制你的播放器对象冻结Pressing
。False
要解决这个问题,您应该将键的状态存储在一个变量中(我称之为self.keys
),并且在渲染内容之前,更新/检查键并相应地更新您的播放器对象。
这是一个在玩家对象(本例中为红色方块)上移动的工作示例:
from pyglet import *
from pyglet.gl import *
key = pyglet.window.key
class main(pyglet.window.Window):
def __init__ (self, width=800, height=600, fps=False, *args, **kwargs):
super(main, self).__init__(width, height, *args, **kwargs)
self.x, self.y = 0, 0
self.keys = {}
self.mouse_x = 0
self.mouse_y = 0
square = pyglet.image.SolidColorImagePattern((255, 0, 0, 255)).create_image(40, 40)
self.player_object = pyglet.sprite.Sprite(square, x=self.width/2, y=self.height/2)
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def on_mouse_motion(self, x, y, dx, dy):
self.mouse_x = x
def on_key_release(self, symbol, modifiers):
try:
del self.keys[symbol]
except:
pass
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
self.keys[symbol] = True
def render(self):
self.clear()
## Movement logic,
# check if key.W is in self.keys (updated via key_press and key_release)
if key.W in self.keys:
self.player_object.y += 1
if key.S in self.keys:
self.player_object.y -= 1
if key.A in self.keys:
self.player_object.x -= 1
if key.D in self.keys:
self.player_object.x += 1
self.player_object.draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
if __name__ == '__main__':
x = main()
x.run()
我已经离开了,@window.event
因为我更容易复制粘贴这个类/继承示例,因为我已经放置了它。但是你可以以任何你想要的方式应用这个逻辑。只需确保您没有定义按下或不按下的固态,在渲染之前检查各个键并进行相应更新。