在用 pygame 编写一个小程序后,我遇到了一个问题。该程序采用拆分.GIF动画并通过以下方式加载图像(gif的帧):
pygame.image.load(filename)
这将返回一个pygame曲面对象,然后将其附加到数组中。该程序将 15帧加载到一个数组中,总共使用 6个数组。
我遇到的问题是通过我的 while循环接受输入。循环播放其空闲动画并运行动画,然而,接受来自键盘的输入(从pygame的事件列表中获取输入...)
for event in pygame.event.get():
通过pygame.KEYDOWN
存在非常明显的延迟,导致无响应的动画集切换。如果我要使用这种方法制作游戏,则必须修复它。我确定我的代码效率低下,但是不应该创建暂停。任何帮助都会很棒。
我的猜测? pygame.clock.tick()
正在创建某种事件延迟,但如果事件滞后甚至是这种情况,我不确定如何解决这个问题。
这是我怀疑存在问题的循环:
while running == 2:
pygame.display.flip()
#mouse = pygame.mouse.get_pos()
#events = pygame.event.get()
#(pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP)
for event in pygame.event.get():
#event = pygame.event.wait()
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
print event.key
wait = 0
if event.key == pygame.K_d:
tmpcache = wr
lastkey = "wr"
elif event.key == pygame.K_a:
tmpcache = wl
lastkey = "wl"
elif event.type == pygame.KEYUP:
wait = 1
if lastkey == "wr":
tmpcache = sr
elif lastkey == "wl":
tmpcache = sl
if wait == 1:
for frame in tmpcache:
screen.blit(test, (0,0))
screen.blit(frame, (currentchar.posx, currentchar.posy))
pygame.display.flip()
clock.tick(charfps)
else:
for frame in tmpcache:
screen.blit(test, (0,0))
screen.blit(frame, (currentchar.posx, currentchar.posy))
pygame.display.flip()
clock.tick(charfps)
此处未显示的一些变量,但已使用:
charfps = 30
currentchar.posx, currentchar.posy
元组都设置为(300, 240)
答案 0 :(得分:3)
您的问题是您在主循环中创建子循环:
while running == 2:
pygame.display.flip()
for event in pygame.event.get():
...
for frame in tmpcache:
screen.blit(test, (0,0))
screen.blit(frame, (currentchar.posx, currentchar.posy))
pygame.display.flip()
clock.tick(charfps)
因此,如果tmpcache
中有15个元素,那么您每帧15次调用clock.tick()
,而代码在此子循环内运行,则不会继续活动。
每帧只需调用pygame.display.flip()
和clock.tick(charfps)
一次即可解决您的问题。
这是一个简单的例子,每秒三次更改动画图像,同时以60 FPS运行:
import pygame
from collections import deque
pygame.init()
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
# just some colored squares for our animation
def get_cache(colors):
tmp=[]
for c in colors:
s = pygame.surface.Surface((50,50))
s.fill(pygame.color.Color(c))
tmp.append(s)
return tmp
walk_left, walk_right = get_cache(('red', 'yellow', 'blue')), get_cache(('black', 'white', 'grey'))
rect = walk_left[0].get_rect(top=100, right=100)
cachedeque = deque(walk_left)
state = None
quit = False
# a simple variable to keep track of time
timer = 0
# a dict of {key: (animation, direction)}
moves = {pygame.K_LEFT: (walk_left, (-2, 0)),
pygame.K_RIGHT: (walk_right, ( 2, 0))}
while not quit:
quit = pygame.event.get(pygame.QUIT)
pygame.event.poll()
# state of the keys
keys = pygame.key.get_pressed()
# filter for the keys we're interessted in
pressed = ((key, _) for (key, _) in moves.iteritems() if keys[key])
key, (cache, dir) = next(pressed, (None, (None, None)))
# if a key of the 'moves' dict is pressed:
if key:
# if we change the direction, we need another animation
if state != key:
cachedeque = deque(cache)
state = key
# move the square
rect.move_ip(dir)
else:
state = None
screen.fill(pygame.color.Color('green'))
# display first image in cachedeque
screen.blit(cachedeque[0], rect)
# rotate cachedeque to the left, so the second image becomes the first
# do this three times a second:
if state and timer >= 1000./3:
cachedeque.rotate(-1)
timer = 0
# call flip() and tick() only once per frame
pygame.display.flip()
# keep track of how long it took to draw this frame
timer += clock.tick(60)