游戏事件类



我正在尝试为 pygame 制作一个简化的事件类,我一直在看这个例子,看起来像我一直在寻找的,但是当我运行它时,我收到一个错误:

if event.type == pygame.JOYBUTTONDOWN:
AttributeError: 'list' object has no attribute 'type'

我对代码进行了小的编辑,这是我的完整代码:

import pygame
pygame.init()

# -*- coding: utf-8 -*-
#
# Freevial
# Common event-related classes and functions
#
# Copyright (C) 2007-2009 The Freevial Team
#
# By Carles Oriol i Margarit <carles@kumbaworld.com>
# By Siegfried-Angel Gevatter Pujals <siggi.gevatter@gmail.com>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program.  If not, see <http://www.gnu.org/licenses/>.
#
import sys
import re
import pygame
##from freevialglob import screenshot, if2

mouseButtons = {
        'primary': 1,
        'secondary': 2,
        'middle': 3,
    }
# Aliases for PS2 remotes
joystick_aliases = {
        0: pygame.K_RETURN,
        1: pygame.K_ESCAPE,
        2: pygame.K_RETURN,
        3: pygame.K_s,
        4: pygame.K_F2,
        5: pygame.K_a,
        6: pygame.K_F1,
        7: pygame.K_F3,
        8: pygame.K_SPACE,
        9: pygame.K_ESCAPE,
        12: pygame.K_UP,
        13: pygame.K_RIGHT,
        14: pygame.K_DOWN,
        15: pygame.K_LEFT,
    }
class EventHandle:
    """
    
    This class takes a pygame event and creates an object with convenient
    methods to identify it.
    
    """
    
    global mouseButtons
    
    def __init__(self, event, do_base_actions = True):
        
        if event.type == pygame.JOYBUTTONDOWN:
            event = self._convert_joystick_event(event)
        
        self.event = event
        # The following line should be deprecated when eventLoop improves.
        self.type = event.type
        self.handled = False
        
        if do_base_actions and self.base_actions():
            self.handled = True
    
    
    def _convert_joystick_event(self, event):
        
        if joystick_aliases.get(event.button):
            return pygame.event.Event(pygame.KEYUP, { 'key': joystick_aliases[ event.button ], 'unicode': u's', 'mod': 0 })
    
    
    def _getKey(self, key):
        
        if type(key) is str:
            
            if key[:2] != 'K_':
                key = 'K_' + key
            
            key = getattr(pygame, key)
        
        return key
    
    
    def _isKeyEvent(self):
        
        return hasattr(self.event, 'key') 
    
    
    def _isStateEvent(self):
        
        return hasattr(self.event, 'state') 
    
    
    def _hasKey(self, keynames):
        
        if not self._isKeyEvent():
            return False
        
        if len(keynames) == 1 and type(keynames[0]) is tuple:
            keynames = keynames[0]
        
        for key in keynames:
            
            if self.event.key == self._getKey(key):
                return True
        
        return False
    
    
    def isKey(self, *keynames):
        
        return self._hasKey(keynames)
    
    
    def isUp(self):
        
        return self.event.type == pygame.KEYUP 
    
    
    def isDown(self):
        return self.event.type == pygame.KEYDOWN
    
    
    def isClick(self, request = 0):
        
        if type(request) is not int:
            request = mouseButtons[ request ]
        
        return self.event.type == pygame.MOUSEBUTTONDOWN and (self.event.button == request or request == 0) 
    
    
    def isRelease(self, request = 0):
        
        if type(request) is not int:
            request = mouseButtons[ request ]
        
        return self.event.type == pygame.MOUSEBUTTONUP and (self.event.button == request or request == 0) 
        
    
    def keyUp(self, *keynames):
        
        if not self.isUp():
            return False
        
        if len(keynames) == 0:
            return True
        
        return self.isKey(*keynames)
    
    
    def keyDown(self, *keynames):
        
        if not self.isDown():
            return False
        
        if len(keynames) == 0:
            return True
        
        return self.isKey(keynames)
    
    
    def isWindowMinimize(self):
        
        return self._isStateEvent() and self.event.state == 6 and self.event.gain == 0
    
    def isWindowRestore(self):
        
        return self._isStateEvent() and self.event.state == 4 and self.event.gain == 1
    
    def isWindowFocusLose(self):
        
        return self._isStateEvent() and self.event.state == 1 and self.event.gain == 0
    
    def isWindowFocusGain(self):
        
        return self._isStateEvent() and self.event.state == 1 and self.event.gain == 1
    
    def isQuit(self):
        
        return  self.event.type == pygame.QUIT
    
    def str(self):
        
        return if2(self._isKeyEvent(), printKey(self.event.key), '')
    
    def is_user_action(self):
        
        return self.event.type in (pygame.KEYUP, pygame.KEYDOWN,
            pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN, pygame.JOYBUTTONDOWN)
    
    def base_actions(self):
        
        if self.isQuit():
            sys.exit()
        
        elif self.keyDown('PRINT'):
            screenshot(pygame.display.get_surface())
            return True
        
        elif self.isWindowFocusLose() or self.isWindowFocusGain():
            # Those aren't interesting, skip them.
            # We could also do some CPU saving here, but this would produce
            # bad synchronization between the music and the images.
            return True
        
        elif self.keyUp('F11'):
            pygame.display.toggle_fullscreen()
            return True
        
        elif self.isWindowMinimize():
            pauseGameUntilRestore()
            return True
        
        else:
            return False

def eventLoop():
    """
    
    Generator which runs through the event loop, takes care of global
    events and yields the unhandled event objects.
    
    This function may be expanded in the future to add support for
    external events (which could come from DBUS or other sources).
    
    """
    
    for event in pygame.event.get():
        eventhandle = EventHandle(event)
        if eventhandle.handled: continue
        yield eventhandle
def waitForMouseRelease():
    while pygame.mouse.get_pressed()[0] + pygame.mouse.get_pressed()[1] + pygame.mouse.get_pressed()[2] != 0:
        pygame.event.wait() 

def pauseGameUntilRestore():
    
    while True:
        for event in pygame.event.get():
            if EventHandle(event).isWindowRestore():
                return False
        
        # Sleep for 10 milliseconds.
        # This has no visible effect but will drastically reduce CPU usage.
        pygame.time.wait(10)

aobert = atancat = adieresi = acirc = False
accents = [u"aeiou", u"àèìòù", u"áéíóú", u"äëïöü", u"âêîôû" ]
def printKey(tecla):
    """ Translates a pygame Key object for on-game printing of it's value. """
    global aobert, atancat, adieresi, acirc, accents
    
    keyname = pygame.key.name(tecla)
    
    if keyname == 'space': 
        return ' '
    
    if keyname == 'world 71':
        if pygame.key.get_mods() & pygame.KMOD_SHIFT:
            return u'Ç'
        else:
            return u'ç'
    
    if keyname == 'tab':
        return '    '
    
    if len(keyname) == 3 and keyname[:1] == '[' and keyname[2:] == ']':
        keyname = keyname[1:2]
    
    pos = accents[0].find(keyname)
    if pos != -1:
        if aobert: keyname = accents[1][pos]
        if atancat: keyname = accents[2][pos]
        if adieresi: keyname = accents[3][pos]
        if acirc: keyname = accents[4][pos]
    
    if pygame.key.get_mods() & pygame.KMOD_SHIFT:
        keyname = keyname.upper()
    
    if tecla == 314:
        if pygame.key.get_mods() & pygame.KMOD_SHIFT:
            atancat = True
        elif pygame.key.get_mods() & pygame.KMOD_CTRL:
            adieresi = True
        elif pygame.key.get_mods() & pygame.KMOD_ALT:
            acirc = True
        else:
            aobert = True
    else:
        aobert = atancat = adieresi = acirc = False
    
    if not re.search(u"^[a-zA-Z0-9,.+'-/*àèìòùáéíóúäëïöüâêîôû ]$", keyname):
        return ''
    
    return keyname
event = pygame.event.get()
events = EventHandle(event)

我不需要操纵杆事件,只需要按键和鼠标。我只是想要一个简单的 abrstaction,这似乎可以做到这一点,但它看起来不起作用,

有什么建议吗?

你的问题就在代码的最后:

event = pygame.event.get() 
events = EventHandle(event)

event.get() 为您提供了一个事件列表,这就是您通常看到的原因,因为您在代码中的其他地方正确使用了:

for event in pygame.event.get():

您的EventHandle.__init__只期待一个事件,而不是一个事件列表。对于单个事件,您可以使用event.poll()

event = EventHandle(pygame.event.poll())

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