我想帮助在一段时间后停止一个python程序,正如它在标题上所说的那样。 我的程序是一个有趣的程序,我正在尝试。 代码:
import pygame, sys, random, time, os
skier_images = ["puffle_down.png", "puffle_down.png", "puffle_down.png",
"puffle_down.png", "puffle_down.png"]
class SkierClass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("puffle_down.png")
self.rect = self.image.get_rect()
self.rect.center = [320, 100]
self.angle = 0
def turn(self, direction):
self.angle = self.angle + direction
if self.angle < -2: self.angle = -2
if self.angle > 2: self.angle = 2
center = self.rect.center
self.image = pygame.image.load(skier_images[self.angle])
self.rect = self.image.get_rect()
self.rect.center = center
speed = [self.angle, 6 - abs(self.angle) * 2]
return speed
def move(self, speed):
self.rect.centerx = self.rect.centerx + speed[0]
if self.rect.centerx < 20: self.rect.centerx = 100
if self.rect.centerx > 620: self.rect.centerx = 620
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self, image_file, location, type):
pygame.sprite.Sprite.__init__(self)
self.image_file = image_file
self.image = pygame.image.load(image_file)
self.location = location
self.rect = self.image.get_rect()
self.rect.center = location
self.type = type
self.passed = False
def scroll(self, terrainPos):
self.rect.centery = self.location[1] - terrainPos
def create_map(start, end):
obstacles = pygame.sprite.Group()
locations = []
gates = pygame.sprite.Group()
for i in range(10):
row = random.randint(start, end)
col = random.randint(0, 9)
location = [col * 64 + 20, row * 64 + 20]
if not (location in locations):
locations.append(location)
type = random.choice(["tree", "flag"])
if type == "tree": img = "puffle_bomb.png"
elif type == "flag": img = "puffle-o.png"
obstacle = ObstacleClass(img, location, type)
obstacles.add(obstacle)
return obstacles
def animate():
screen.fill([255, 255, 255])
pygame.display.update(obstacles.draw(screen))
screen.blit(skier.image, skier.rect)
screen.blit(score_text, [10, 10])
pygame.display.flip()
def updateObstacleGroup(map0, map1):
obstacles = pygame.sprite.Group()
for ob in map0: obstacles.add(ob)
for ob in map1: obstacles.add(ob)
return obstacles
pygame.init()
screen = pygame.display.set_mode([640,640])
clock = pygame.time.Clock()
skier = SkierClass()
speed = [0, 6]
map_position = 0
points = 0
map0 = create_map(20, 29)
map1 = create_map(10, 19)
activeMap = 0
obstacles = updateObstacleGroup(map0, map1)
font = pygame.font.Font(None, 50)
while True:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT: os._exit(0)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
speed = skier.turn(-1)
elif event.key == pygame.K_RIGHT:
speed = skier.turn(1)
skier.move(speed)
map_position += speed[1]
if map_position >=640 and activeMap == 0:
activeMap = 1
map0 = create_map(20, 29)
obstacles = updateObstacleGroup(map0, map1)
if map_position >=1280 and activeMap == 1:
activeMap = 0
for ob in map0:
ob.location[1] = ob.location[1] - 1280
map_position = map_position - 1280
map1 = create_map(10, 19)
obstacles = updateObstacleGroup(map0, map1)
for obstacle in obstacles:
obstacle.scroll(map_position)
hit = pygame.sprite.spritecollide(skier, obstacles, False)
if hit:
if hit[0].type == "tree" and not hit[0].passed:
points = points - 100
skier.image = pygame.image.load("puffle_crash.jpg")
animate()
pygame.time.delay(1000)
skier.image = pygame.image.load("puffle_down.png")
skier.angle = 0
speed = [0, 6]
hit[0].passed = True
elif hit[0].type == "flag" and not hit[0].passed:
points += 100
obstacles.remove(hit[0])
score_text = font.render("Score: " +str(points), 1, (0, 0, 0))
animate()
我不确定使用什么模块,以及如何使用。我会使用Time模块吗?所以基本上就是这样。
注意:只是说,我知道还有其他这样的问题,但我是一名新程序员,所以我想要一个更基本的答案。
答案 0 :(得分:2)
使用pygame.time
模块。节省游戏开始时的时间(或任何时候)。然后,在主while
循环期间不断检查当前时间。如果两次之间的差异大于某个阈值,则终止程序。
以下是代码的缩短段,作为示例 - 程序应在60秒后终止:
import sys
import pygame
pygame.init()
def end_game():
pygame.quit()
sys.exit(0) # Use sys.exit, not os._exit
screen = pygame.display.set_mode([640,640])
clock = pygame.time.Clock()
start_time = pygame.time.get_ticks() # Time in milliseconds
stop_after = 60 * 1000 # Stop after 60 seconds of gameplay
while True:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
end_game()
current_time = pygame.time.get_ticks()
if (current_time - start_time) >= stop_after:
end_game()