壁球v1.3 操控型
新增代码
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
#。。。
elif event.key == pygame.K_RIGHT:
#。。。
elif event.key == pygame.K_UP:
#。。。
elif event.key == pygame.K_DOWN:
#。。。
新增了键盘事件
pygame.event.KEYDOWN #键盘按下事件
pygame.event.KEYUP #键盘释放事件
KEYDOWN:返回event.unicode,即按键的unicode码,event.key 按键的常量名称,event.mod 修饰符的组合值 ,该unicode码与平台有关
event.mod : KMOD_SHIFT KMOD_ALT KMOD_CTRL
import pygame, sys
pygame.init()
size = width, height = 600, 400
speed = [1, 1]
BLACK = 0, 0, 0
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Pygame壁球")
ball = pygame.image.load("F:\python\壁球项目\image\球.png")
ballrect = ball.get_rect()
fps = 300
fclock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
speed[0] = speed[0] if speed[0] == 0 else (abs(speed[0]) - 1) * int(speed[0] / abs(speed[0]))
elif event.key == pygame.K_RIGHT:
speed[0] = speed[0] + 1 if speed[0] > 0 else speed[0] - 1
elif event.key == pygame.K_UP:
speed[1] = speed[1] + 1 if speed[1] > 0 else speed[1] - 1
elif event.key == pygame.K_DOWN:
speed[1] = speed[1] if speed[1] == 0 else (abs(speed[1]) - 1) * int(speed[1] / abs(speed[1]))
ballrect = ballrect.move(speed)
if ballrect.left < 0 or ballrect.right > width:
speed[0] = - speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = - speed[1]
screen.fill(BLACK)
screen.blit(ball, ballrect)
pygame.display.update()
fclock.tick(fps)