我试图在事件发生时,将一个图像模糊到屏幕上。K_SPACE
然而,当我按空格键时,什么都没有发生。我试过移动屏幕更新或翻转的地方,但我遇到了一堵墙。
这是我的代码。
def Play():
background = pygame.image.load(bifPlay).convert()
char = pygame.image.load(mif).convert_alpha()
bullet = pygame.image.load(bulletLoad).convert()
zombie = pygame.image.load(zombieLoad).convert_alpha()
#converting images needed so pygame can use them
x,y = 115,350
movex, movey = 0,0
zombieX = 1100
zombieY = random.randint(0,675)
bulletX = x+90
bulletY = y+37.5
clock = pygame.time.Clock()
zombieSpeed = 100
bulletSpeed = 200
while True:
milli = clock.tick()
seconds = milli/1000.
zomMovement = seconds*zombieSpeed
bulletMovement = seconds*bulletSpeed
zombieX-=zomMovement
bulletX+=bulletMovement
x += movex
y += movey
screen.blit(background,(0,0))
screen.blit(char,(x,y))
screen.blit(zombie,(zombieX,zombieY))
spacePressed = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
#code above allows the user to exit - while program is running if event is exit
#allows user to exit program.
if event.type == KEYDOWN:
if event.key == K_UP:
movey =-1
elif event.key == K_DOWN:
movey =+1
elif event.key == K_SPACE:
screen.blit(bullet,(bulletX,bulletY))
if event.type == KEYUP:
if event.key == K_UP:
movey =0
elif event.key == K_DOWN:
movey =0
if y == 675:
y -= 1
if y == 0:
y +=1
pygame.display.update()
你的图像正在显示,但只有1次,然后它被背景冲走了。使用clock.tick()放慢你的循环,看看是否正在显示。
因为你有spacePressed,所以用它来画子弹,就像这样。
if spacePressed[K_SPACE]:
screen.blit(bullet, (bulletx, bullety))
你也可以将spacePressed用在任何键上。