pass # 处理键盘事件 if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: print("开炮!") # 检测当前按下的按钮有哪些 bools = pygame.key.get_pressed() # print(bools) if bools[pygame.K_w]: hero.moveUp() if bools[pygame.K_s]: hero.moveDown() if bools[pygame.K_a]: hero.moveLeft() if bools[pygame.K_d]: hero.moveRight() # 绘制背景 windowSurface.blit(bgSurface, (0, 0)) # 绘制英雄 if count % 3 == 0: windowSurface.blit(hero.mSurface1, hero.rect) else: windowSurface.blit(hero.mSurface2, hero.rect) # 绘制敌机 for se in seGroup: if se.isAlive:
# 处理键盘事件 if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: print("开炮!") bombSound.play() # 检测当前按下的按钮有哪些 bools = pygame.key.get_pressed() # print(bools) if bools[pygame.K_w]: hero.moveUp() if bools[pygame.K_s]: hero.moveDown() if bools[pygame.K_a]: hero.moveLeft() if bools[pygame.K_d]: hero.moveRight() if bools[pygame.K_UP]: wingman.moveUp() if bools[pygame.K_DOWN]: wingman.moveDown() if bools[pygame.K_LEFT]: wingman.moveLeft() if bools[pygame.K_RIGHT]: wingman.moveRight() # 绘制背景 windowSurface.blit(bgSurface, (0, 0))