问题
I want to use pygame to make a double-click function that detects the right arrow of the keyboard. For example, double-clicking the right arrow jogging becomes fast running, but I am a novice. I do n’t know how to write this function. I have found a lot of documentation and how should I write it.
回答1:
I hacked together this example during my last boring meeting. The comments in the code explain what's going on.
import pygame
class Actor(pygame.sprite.Sprite):
def __init__(self, image, pos):
super().__init__()
self.image = image
self.pos = pygame.Vector2(pos)
self.rect = self.image.get_rect(center=self.pos)
def update(self, events, dt):
pass
# just for the cheap motion effect....
class Shadow(Actor):
def __init__(self, image, pos):
# new surface to allow surface level alpha value
# with per-pixel alpha surface
tmp = pygame.Surface(image.get_rect().size)
tmp.set_colorkey((1,2,3))
tmp.fill((1,2,3))
tmp.blit(image, (0,0))
super().__init__(tmp, pos)
self.time = 0
self.alpha = 255
self.image.set_alpha(self.alpha)
def update(self, events, dt):
self.time += dt
if self.time > 50:
self.time = 0
self.alpha -= 50
if self.alpha < 50:
self.kill()
else:
self.image.set_alpha(self.alpha)
class Player(Actor):
def __init__(self, image, pos):
super().__init__(image, pos)
# since we want to know if there's a double key press
# we need to keep track of the last button pressed
self.last_move_button = None
# a flag that indicates that we're running
self.running = False
self.run_counter = 0
def update(self, events, dt):
# this is the part that checks for the double key press
for e in events:
if e.type == pygame.KEYDOWN:
ticks = pygame.time.get_ticks()
#we check if we pressed the same key in the last 500ms before
self.running = self.last_move_button and self.last_move_button[0] == e.key and ticks - self.last_move_button[1] < 500
# keep track of the last button pressed and the time of the key press
self.last_move_button = (e.key, ticks)
# this is the "regular" movement code
pressed = pygame.key.get_pressed()
move = pygame.Vector2((0, 0))
if pressed[pygame.K_w]: move += (0, -1)
if pressed[pygame.K_a]: move += (-1, 0)
if pressed[pygame.K_s]: move += (0, 1)
if pressed[pygame.K_d]: move += (1, 0)
if move.length() > 0:
move.normalize_ip()
else:
# if we're not moving we're not running
self.running = False
# if the running flag is set, we move at double speed
speed = 2 if self.running else 1
self.pos += move * (dt/5) * speed
self.rect.center = self.pos
# just for the cheap motion effect....
self.run_counter = (self.run_counter + dt) if self.running else 0
if self.running and self.run_counter > 25:
self.run_counter = 0
self.groups()[0].add(Shadow(self.image, self.rect.center))
def main():
pygame.init()
screen = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
dt = 0
sprites = pygame.sprite.Group(Player(pygame.image.load('guy.png').convert_alpha(), (100, 200)))
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
sprites.update(events, dt)
screen.fill((30, 30, 30))
sprites.draw(screen)
pygame.display.update()
dt = clock.tick(60)
if __name__ == '__main__':
main()
Here's the image I use:
Here's how it looks like:
来源:https://stackoverflow.com/questions/61649604/double-click-the-keyboard-in-pygame-not-double-click