你能给我的任何帮助都会很棒。我正在使用python中的简单游戏。我想在屏幕上运行一个倒数计时器。根据本网站上回答的其他问题,我认为我的代码大多是正确的,我遇到的问题是我使用“for”循环运行定时器代码。我不太确定为什么它现在不适合我,当我运行游戏时,我没有得到任何错误,倒计时显示但它只倒计时一秒而且它坚持这一次(01:29 )。任何建议都会非常感激。我正在努力的代码是在游戏的主循环(第354行)中名为“”“Timer Countdown”“”的部分中的程序结束。非常感谢。
# Ice Hockey Game
from livewires import games, color
from tkinter import*
import pygame
import math, random
import os
import sys
import time
pygame.init()
games.init(screen_width = 1016, screen_height = 511, fps = 50)
################################################################################
"""timer variables"""
################################################################################
clock = pygame.time.Clock()
font = pygame.font.Font(None, 25)
red = ( 255, 0, 0)
frame_count = 0
frame_rate = 50
start_time = 90
done= False
output_string = ""
################################################################################
"""Score display variables"""
################################################################################
right_score = games.Text(value = 0, size = 25, color = color.black,
top = 30, right = games.screen.width - 250,
is_collideable = False)
games.screen.add(right_score)
left_score = games.Text(value = 0, size = 25, color = color.black,
top = 30, right = 250,
is_collideable = False)
games.screen.add(left_score)
player1_message = games.Message(value = "Player 1 Score",
size = 35,
color = color.black,
x = 250,
y = 15,
lifetime = 100000000,
is_collideable = False)
games.screen.add(player1_message)
player2_message = games.Message(value = "Player 2 Score",
size = 35,
color = color.black,
x = 750,
y = 15,
lifetime = 100000000,
is_collideable = False)
games.screen.add(player2_message)
###############################################################################
"""Player 1 and Player 2 WIN messages"""
###############################################################################
p1_won_message = games.Message(value = "Player 1 Wins!!!",
size = 100,
color = color.blue,
x = games.screen.width/2,
y = games.screen.height/2,
lifetime = 500,
after_death = games.screen.quit,
is_collideable = False)
p2_won_message = games.Message(value = "Player 2 Wins!!!",
size = 100,
color = color.blue,
x = games.screen.width/2,
y = games.screen.height/2,
lifetime = 500,
after_death = games.screen.quit,
is_collideable = False)
##############################################################################
"""Goal animation images and functions"""
################################################################################
"""Animation images"""
goal_anim_files = ["Goal_Anim_001.bmp", "Goal_Anim_002.bmp", "Goal_Anim_003.bmp",
"Goal_Anim_004.bmp","Goal_Anim_005.bmp","Goal_Anim_006.bmp",
"Goal_Anim_007.bmp","Goal_Anim_008.bmp","Goal_Anim_009.bmp","Goal_Anim_010.bmp", "Goal_Anim_011.bmp", "Goal_Anim_012.bmp", "Goal_Anim_013.bmp",
"Goal_Anim_014.bmp","Goal_Anim_015.bmp","Goal_Anim_016.bmp",
"Goal_Anim_017.bmp","Goal_Anim_018.bmp","Goal_Anim_019.bmp","Goal_Anim_020.bmp", "Goal_Anim_021.bmp","Goal_Anim_022.bmp", "Goal_Anim_023.bmp",
"Goal_Anim_024.bmp","Goal_Anim_025.bmp"]
def goal_msg_left(self):
global goal_anim_left
goal_anim_left = games.Animation(images = goal_anim_files, x = 250,
y= games.screen.height/2, n_repeats = 1,
repeat_interval = 1, is_collideable = False)
#print("inside goal_msg_left")
def goal_msg_right(self):
global goal_anim_right
goal_anim_right = games.Animation(images = goal_anim_files, x = 750,
y= games.screen.height/2, n_repeats = 1,
repeat_interval = 1, is_collideable = False)
#print("inside goal_msg_right")
class Leftgoalanim(games.Animation):
"""goal animation"""
def update(self):
self.check_collide()
def check_collide(self):
for player1 in self.overlapping_sprites:
player1.handle_player_collide()
for player2 in self.overlapping_sprites:
player2.handle_player_collide()
class Leftgoal(games.Sprite):
def update(self):
self.check_collide()
self.check_goal()
def check_collide(self):
""" Check for collision with puck. """
for puck in self.overlapping_sprites:
puck.handle_collide()
def handle_collide(self):
""" Move to a random screen location. """
self.dx = -self.dx
self.dy = 0
self.x = games.screen.width/2
self.y = games.screen.height/2
def check_goal(self):
""" Check if left goal. """
global goal_anim_left
for puck in self.overlapping_sprites:
#puck.handle_collide()
goal_msg_left(self)
games.screen.add(goal_anim_left)
right_score.value += 1
if right_score.value >= 10:
games.screen.add(p2_won_message)
class Rightgoal(games.Sprite):
def update(self):
self.check_collide()
self.check_goal()
def check_collide(self):
""" Check for collision with puck. """
for puck in self.overlapping_sprites:
puck.handle_collide()
def handle_collide(self):
""" Move to a random screen location. """
self.dx = -self.dx
self.dy = 0
self.x = games.screen.width/2
self.y = games.screen.height/2
def check_goal(self):
""" Check if left goal. """
for puck in self.overlapping_sprites:
#puck.handle_collide()
goal_msg_right(self)
games.screen.add(goal_anim_right)
left_score.value += 1
if left_score.value >= 10:
games.screen.add(p1_won_message)
################################################################################
"""Classes for Players sprites"""
################################################################################
class Player1(games.Sprite):
"""move the player 1"""
VELOCITY_STEP = .03
VELOCITY_MAX = 3
def update(self):
if games.keyboard.is_pressed(games.K_w):
self.y -= 3
if games.keyboard.is_pressed(games.K_s):
self.y += 3
if games.keyboard.is_pressed(games.K_a):
self.x -= 3
if games.keyboard.is_pressed(games.K_d):
self.x += 3
if self.right > 940:
self.x = 913
if self.left < 85:
self.x = 108
if self.bottom > games.screen.height:
self.y = 475
if self.top < 0:
self.y = 50
self.check_collide()
def check_collide(self):
""" Check for collision with puck. """
for puck in self.overlapping_sprites:
puck.handle_collide()
def handle_player_collide(self):
self.dx = -self.dx
self.dy = 0
def handle_collide(self):
""" Move to a random screen location. """
self.dx = -self.dx
self.dy = 0
class Player2(games.Sprite):
"""move the player 2"""
VELOCITY_STEP = .03
VELOCITY_MAX = 3
def update(self):
if games.keyboard.is_pressed(games.K_UP):
self.y -= 3
if games.keyboard.is_pressed(games.K_DOWN):
self.y += 3
if games.keyboard.is_pressed(games.K_LEFT):
self.x -= 3
if games.keyboard.is_pressed(games.K_RIGHT):
self.x += 3
if self.right > 940:
self.x = 913
if self.left < 85:
self.x = 108
if self.bottom > games.screen.height:
self.y = 475
if self.top < 0:
self.y = 50
self.check_collide()
def check_collide(self):
""" Check for collision with puck. """
for puck in self.overlapping_sprites:
puck.handle_collide()
def handle_collide(self):
""" Move to a random screen location. """
self.dx = -self.dx
self.dy = 0
def handle_player_collide(self):
self.dx = -self.dx
self.dy = 0
################################################################################
"""Class for Puck"""
################################################################################
class Puck(games.Sprite):
""" A bouncing puck. """
def update(self):
""" Reverse a velocity component if edge of screen reached. """
if self.right > games.screen.width or self.left < 0:
self.dx = -self.dx
if self.bottom > games.screen.height or self.top < 0:
self.dy = -self.dy
def handle_collide(self):
""" reverses x direction when collides. """
self.dx = -self.dx
self.dy = self.dy
def handle_goal(self):
"""what happens to the puck when goal"""
self.dx = -self.dx
self.dy = self.dy
################################################################################
"""Main Loop For Game"""
################################################################################
def main():
wall_image = games.load_image("Table_002_1016H_511W.jpg", transparent = False)
games.screen.background = wall_image
#########image left and right goal images and add them to game##########
left_goal_image = games.load_image("Goal_left_cropped.bmp")
the_left_goal = Leftgoal(image = left_goal_image,
x = 40,
y = games.screen.height/2,
)
right_goal_image = games.load_image("Goal_right_cropped.bmp")
the_right_goal = Rightgoal(image = right_goal_image,
x = 976,
y = games.screen.height/2,
)
#########player 1 import image and add to game##########################
player1_image = games.load_image("Player_red_half_50_75_Fixed.bmp")
the_player1 = Player1(image = player1_image,
x = games.screen.width/4,
y = games.screen.height/2)
games.screen.add(the_player1)
#########player 2 import image and add to game##########################
player2_image = games.load_image("Player_green_half_50_75_flipped_fixed.bmp")
the_player2 = Player2(image = player2_image,
x = 750,
y = games.screen.height/2)
games.screen.add(the_player2)
################Import image for the Puck and Add to the game###########
puck_image = games.load_image("puck_small.png", transparent = True)
the_puck = Puck(image = puck_image,
x = games.screen.width/2,
y = games.screen.height/2,
dx = -3,
dy = 3)
counter = 0
###########################################################################
"""TIMER COUNTDOWN"""
###########################################################################
clock = pygame.time.Clock()
font = pygame.font.Font(None, 25)
red = ( 255, 0, 0)
frame_count = 0
frame_rate = 50
start_time = 90
done= False
output_string = ""
for n in reversed(range(0, start_time)):
total_seconds = frame_count // frame_rate
minutes = total_seconds // 60
seconds = total_seconds % 60
output_string = "Time: {0:02}:{1:02}".format(minutes, seconds)
# Blit to the screen
text = font.render(output_string, True, red)
#screen.blit(text, [250, 250])
# --- Timer going down ---
# --- Timer going up ---
# Calculate total seconds
total_seconds = start_time - (frame_count // frame_rate)
if total_seconds < 0:
total_seconds = 0
# Divide by 60 to get total minutes
minutes = total_seconds // 60
# Use modulus (remainder) to get seconds
seconds = total_seconds % 60
# Use python string formatting to format in leading zeros
output_string = "Time left: {0:02}:{1:02}".format(minutes, seconds)
# Blit to the screen
text = font.render(output_string, True, red)
#screen.blit(text, [250, 280])
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
frame_count += 1
# Limit to 20 frames per second
clock.tick_busy_loop(50)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
###Timer Display###
timer_text = games.Message(value = "TIME",
size = 45,
color = color.red,
top = 30, right = games.screen.width/2,
lifetime = 100000000,
is_collideable = False)
timer_countdown = games.Text(value = output_string, size = 25, color = color.red,
top = 60, right = 600,
is_collideable = False)
games.screen.add(timer_countdown)
games.screen.add(timer_text)
games.screen.add(the_left_goal)
games.screen.add(the_right_goal)
games.screen.add(the_puck)
games.screen.event_grab = True
games.mouse.is_visible = False
games.screen.mainloop()
# start the game
main()
答案 0 :(得分:1)
使用pygame.time.get_ticks()存储开始时间, 再次调用此帧将给出比存储的开始时间更长的时间,只需从此减去开始时间以获得自计时器启动以来的毫秒间隔
正如@jonrsharpe所说,它应该是一个代码&#34;样本&#34;,而不是整个sodding的东西,因此我可能没有真正回答你的问题,我不能告诉因为我&# 39;我不会阅读和理解整个代码。