5

画像(鳥)を画面上で上下に移動させようとしていますが、ここでそれを行う方法がわかりませんすごい!

import pygame
import os

screen = pygame.display.set_mode((640, 400))

running = 1

while running:
    event = pygame.event.poll()
    if event.type == pygame.QUIT:
        running = 0
    screen.fill([255, 255, 255])
    clock = pygame.time.Clock()
    clock.tick(0.5)
    pygame.display.flip()

    bird = pygame.image.load(os.path.join('C:\Python27', 'player.png'))
    screen.blit( bird, ( 0, 0 ) )

    pygame.display.update()

class game(object):
    def move(self, x, y):
        self.player.center[0] += x
        self.player.center[1] += y


    if event.key == K_UP:
        player.move(0,5)
    if event.key == K_DOWN:
        player.move(0,-5)

game()

下ボタンを押すと下に移動し、上キーを押すと上に移動しようとしています

4

2 に答える 2

17

ecline6 が述べたように、現時点では鳥の心配はほとんどありません。

この本を読むことを検討してください..

とりあえず、まずコードをクリーンアップしましょう...

import pygame
import os

# let's address the class a little later..

pygame.init()
screen = pygame.display.set_mode((640, 400))
# you only need to call the following once,so pull them out of the  while loop.
bird = pygame.image.load(os.path.join('C:\Python27', 'player.png'))
clock = pygame.time.Clock()

running = True
while running:
    event = pygame.event.poll()
    if event.type == pygame.QUIT:
        running = False

    screen.fill((255, 255, 255)) # fill the screen
    screen.blit(bird, (0, 0))    # then blit the bird

    pygame.display.update() # Just do one thing, update/flip.

    clock.tick(40) # This call will regulate your FPS (to be 40 or less)

あなたの「鳥」が動かない理由は次 のとおり
です。screen.blit(bird, (0, 0))
(0,0)

必要な出力を含む最終的なコードを次に示します (試してみてください)。コメントを読んでください。

import pygame
import os

# it is better to have an extra variable, than an extremely long line.
img_path = os.path.join('C:\Python27', 'player.png')

class Bird(object):  # represents the bird, not the game
    def __init__(self):
        """ The constructor of the class """
        self.image = pygame.image.load(img_path)
        # the bird's position
        self.x = 0
        self.y = 0

    def handle_keys(self):
        """ Handles Keys """
        key = pygame.key.get_pressed()
        dist = 1 # distance moved in 1 frame, try changing it to 5
        if key[pygame.K_DOWN]: # down key
            self.y += dist # move down
        elif key[pygame.K_UP]: # up key
            self.y -= dist # move up
        if key[pygame.K_RIGHT]: # right key
            self.x += dist # move right
        elif key[pygame.K_LEFT]: # left key
            self.x -= dist # move left

    def draw(self, surface):
        """ Draw on surface """
        # blit yourself at your current position
        surface.blit(self.image, (self.x, self.y))


pygame.init()
screen = pygame.display.set_mode((640, 400))

bird = Bird() # create an instance
clock = pygame.time.Clock()

running = True
while running:
    # handle every event since the last frame.
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit() # quit the screen
            running = False

    bird.handle_keys() # handle the keys

    screen.fill((255,255,255)) # fill the screen with white
    bird.draw(screen) # draw the bird to the screen
    pygame.display.update() # update the screen

    clock.tick(40)
于 2013-04-24T07:50:25.273 に答える