03.键盘状态跟踪与精灵删除

使用pyglet.window.key.KeyStateHandler,能跟踪键盘上每个键的状态:

修改上一节中的Player类,现在可以从类中删除on_key_press()和方法on_key_release()方法,交给KeyStateHandler()处理,将其推送到事件堆栈中。

# 将其推送到事件堆栈中
game_window.push_handlers(play_ship.key_handler)

修改后的player类:

"""键盘输入"""
import math
from let import physicalobject, resources
from pyglet.window import key


class Player(physicalobject.Physicalobject):
    """玩家操控"""

    def __init__(self, *args, **kwargs):
        super().__init__(img=resources.player_image, *args, **kwargs)

        self.thrust = 300.0  # 速度
        self.rotate_speed = 200.0  # 角度调整度数
        self.key_handler = key.KeyStateHandler()

    def update(self, dt):
        super(Player, self).update(dt)
        if self.key_handler[key.LEFT]:  # 向左转
            self.rotation -= self.rotate_speed * dt  # rotation为角度
        if self.key_handler[key.RIGHT]:  # 向右转
            self.rotation += self.rotate_speed * dt
        if self.key_handler[key.UP]:  # 向前行
            angle_radians = -math.radians(self.rotation)  # 度转换为弧度,radians参数是弧度
            force_x = math.cos(angle_radians)*self.thrust*dt
            force_y = math.sin(angle_radians)*self.thrust*dt
            self.velocity_x += force_x
            self.velocity_y += force_y

增加发动机火焰:resources.py

# 火焰图像,将火焰图像的旋转中心向右移动,经过图像的末端
engine_image = pyglet.resource.image("engine_flame.png")
engine_image.anchor_x = engine_image.width * 1.5
engine_image.anchor_y = engine_image.height / 2

创建和绘制火焰图像:

在Player类的构造函数在加载火焰,并设置默认不可见
  # 创建和绘制火焰
  self.engine_sprite = pyglet.sprite.Sprite(img=resources.engine_image, *args, **kwargs)
  self.engine_sprite.visible = False  # 默认不可见
并修改update的[key.UP]:
    # 火焰精灵显示在玩家的位置,跟随玩家旋转
    self.engine_sprite.rotation = self.rotation
    self.engine_sprite.x = self.x
    self.engine_sprite.y = self.y
    self.engine_sprite.visible = True
else:
self.engine_sprite.visible = False

删除精灵操作:

当玩家死亡需要删除玩家与火焰

   def delete(self):
        self.engine_sprite.delete()  # 删除火焰精灵
        super(Player, self).delete()  # 调用Sprite自己的delete()方法删除玩家

修改后的完整Player类:

"""键盘输入"""
import math
import pyglet
from let import physicalobject, resources
from pyglet.window import key


class Player(physicalobject.Physicalobject):
    """玩家操控"""

    def __init__(self, *args, **kwargs):
        super().__init__(img=resources.player_image, *args, **kwargs)

        self.thrust = 300.0  # 速度
        self.rotate_speed = 200.0  # 角度调整度数
        self.key_handler = key.KeyStateHandler()
        # 创建和绘制火焰
        self.engine_sprite = pyglet.sprite.Sprite(img=resources.engine_image, *args, **kwargs)
        self.engine_sprite.visible = False  # 默认不可见

    def update(self, dt):
        super(Player, self).update(dt)
        if self.key_handler[key.LEFT]:  # 向左转
            self.rotation -= self.rotate_speed * dt  # rotation为角度
        if self.key_handler[key.RIGHT]:  # 向右转
            self.rotation += self.rotate_speed * dt
        if self.key_handler[key.UP]:  # 向前行
            angle_radians = -math.radians(self.rotation)  # 度转换为弧度,radians参数是弧度
            force_x = math.cos(angle_radians) * self.thrust * dt
            force_y = math.sin(angle_radians) * self.thrust * dt
            self.velocity_x += force_x
            self.velocity_y += force_y
            # 火焰精灵显示在玩家的位置,跟随玩家旋转
            self.engine_sprite.rotation = self.rotation
            self.engine_sprite.x = self.x
            self.engine_sprite.y = self.y
            self.engine_sprite.visible = True
        else:
            self.engine_sprite.visible = False

    def delete(self):
        self.engine_sprite.delete()  # 删除火焰精灵
        super(Player, self).delete()  # 调用Sprite自己的delete()方法删除玩家

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转载自www.cnblogs.com/fly-book/p/11775153.html
03.