Pygame程序执行错误

时间:2012-11-03 01:19:44

标签: python pygame

我正在制作一个pygame程序来为sprite设置动画,但问题不是特定的错误:

import sys
import os
import pygame
from pygame.locals import *

pygame.init ()

WHITE = ( 255, 255, 255 )
BLACK = (   0,   0,   0 )

Surface = pygame.display.set_mode ((400, 400), 0, 32)
pygame.display.set_caption ('Animation Test')




class Processes (object):
    @staticmethod
    def load_image (imagefile):
        image = pygame.image.load (imagefile)   #Remember to call imagefile as a string statement

        return image, image.get_rect ()



class Sprite (pygame.sprite.Sprite):

    def __init__ (self):
        pygame.sprite.Sprite.__init__ (self)

        self.image, self.rect = Processes.load_image ('frame1.jpg')

        self.blindrect = pygame.Rect ((self.rect.top - 289, self.rect.left - 289), (self.rect.width, self.rect.height))




   def animation (self, key_event = None, mouse_event = None):

       blindpass = 0

       if key_event == K_LEFT:
       self.rect.centerx = self.rect.centerx - 10

       if key_event == K_RIGHT:
        self.rect.centerx = self.rect.centerx + 10

       if key_event == K_UP:
       self.rect.centery = self.rect.centery - 10

       if key_event == K_DOWN:
       self.rect.centery = self.rect.centery + 10


       if mouse_event == MOUSEBUTTONDOWN:
        self.rect.centerx, self.rect.centery = pygame.mouse.get_pos ()


    if blindpass > 0:

        if key_event == K_LEFT:
            self.blindrect.centerx = self.blindrect.centerx - 10

        if key_event == K_RIGHT:
            self.blindrect.centerx = self.blindrect.centerx + 10

        if key_event == K_UP:
            self.blindrect.centery = self.blindrect.centery - 10

        if key_event == K_DOWN:
            self.blindrect.centery = self.blindrect.centery + 10


        if mouse_event == MOUSEBUTTONDOWN:
            self.rect.centerx, self.rect.centery = pygame.mouse.get_pos () 




mecha = Sprite ()
allsprites = pygame.sprite.RenderPlain ((mecha, ))



while True:
Surface.fill (WHITE)

for event in pygame.event.get ():
    if event.type == KEYDOWN:
    mecha.animation (key_event = event.key)

    if event.type == MOUSEBUTTONDOWN:
    mecha.animation (mouse_event = event.type)

    if event.type == QUIT:
    pygame.quit ()
    sys.exit (0)



allsprites.draw (Surface)
pygame.display.update ((mecha.rect, mecha.blindrect))

现在,错误有点奇怪。输出是精灵确实出现在屏幕上,当我提供键和鼠标输入时,它会移动,但问题是它是否会留下痕迹。这就是为什么我创建了一个矩形来跟踪精灵矩形,每当游戏循环循环时,该矩形应该用白色填充。但事实并非如此。至少,直到我最小化窗口并再次将其拉起,所有路径都消失,背景变为白色而不是黑色。但是当我移动图像时,小径又开始形成。我尽量减少,它们会像预期的那样消失。

2 个答案:

答案 0 :(得分:0)

如果您的渲染功能执行:

screen.fill(white)
# blit or sprite group drawing
pygame.display.flip()

它将整个屏幕清除为白色,绘制精灵一次。不会有任何痕迹。

  • 您的代码未正确粘贴。 f如果QUIT语句没有缩进,则表示多语句。与Sprite类相同
  • 如果使用Surface或Sprite作为类/变量名称,则可能会出现命名问题。

答案 1 :(得分:0)

  1. 您没有正确初始化和更新盲目。这就是为什么屏幕的正确部分没有更新,你的精灵正在留下痕迹。
  2. 在更新循环中,由于您只更新了更改的显示部分,因此在进入更新循环之前,需要更新整个屏幕一次以初始化它。这就是屏​​幕最初不是白色的原因。
  3. 请参阅下面更新的源代码(仅修改了Sprite类及更高版本):

    class Sprite (pygame.sprite.Sprite):
        def __init__ (self):
            pygame.sprite.Sprite.__init__ (self)
            self.image, self.rect = Processes.load_image ('frame1.jpg')
            #initialize blindrect to be the same rectangle as rect
            self.blindrect = pygame.Rect ((self.rect.top, self.rect.left), (self.rect.width, self.rect.height))
    
        def animation (self, key_event = None, mouse_event = None):
            print(self.rect)
            print(self.blindrect)
    
            #save the current sprite position before moving the sprite
            self.blindrect.centerx = self.rect.centerx
            self.blindrect.centery = self.rect.centery
    
            if key_event == K_LEFT:
                self.rect.centerx = self.rect.centerx - 10
    
            if key_event == K_RIGHT:
                self.rect.centerx = self.rect.centerx + 10
    
            if key_event == K_UP:
                self.rect.centery = self.rect.centery - 10
    
            if key_event == K_DOWN:
                self.rect.centery = self.rect.centery + 10
    
            if mouse_event == MOUSEBUTTONDOWN:
                self.rect.centerx, self.rect.centery = pygame.mouse.get_pos ()
    
            print(self.rect)
            print(self.blindrect)
    
    mecha = Sprite ()
    allsprites = pygame.sprite.RenderPlain ((mecha, ))
    
    #need to initially fill the entire surface with white
    Surface.fill (WHITE)
    pygame.display.update ((pygame.Rect((0,0),(400,400))))
    
    while True:
        Surface.fill (WHITE)
    
        for event in pygame.event.get ():
            if event.type == KEYDOWN:
                mecha.animation (key_event = event.key)
    
            if event.type == MOUSEBUTTONDOWN:
                mecha.animation (mouse_event = event.type)
    
            if event.type == QUIT:
                pygame.quit ()
                sys.exit (0)
    
        allsprites.draw (Surface)
        #update only the previous sprite position and new sprite position
        pygame.display.update ((mecha.rect, mecha.blindrect))