在Pygame中每隔几秒移动一个对象

时间:2014-04-29 15:30:16

标签: python python-2.7 pygame sprite

我正在使用pygame进行街机游戏,而且我每隔几秒就会尝试更换精灵。

我已尝试使用time.sleep(1)并将帧速率更改为.5clock.tick(.5))。

两者都只在时间间隔过去之后才能使对象改变位置,但是它们也会以相同的速率跟随鼠标更新坐标。

我一直在研究,并且似乎无法找到另一种方法来让精灵移动而不会让我的程序刷新速度变慢或者睡眠不足。每次运行。

2 个答案:

答案 0 :(得分:7)

您可以Eventpygame.time.set_timer()一起使用{{3}}:

  

<强> pygame.time.set_timer()
  在事件队列上重复创建一个事件
  set_timer(eventid, milliseconds) -> None

     

将事件类型设置为每隔给定的毫秒数显示在事件队列中


这是一个简单,完整的例子。注意敌人每隔1000ms横向移动一次,每3500ms向下移动一次,你可以每450ms射击一次(所有使用事件)。

enter image description here


import pygame

# you'll be able to shoot every 450ms
RELOAD_SPEED = 450

# the foes move every 1000ms sideways and every 3500ms down
MOVE_SIDE = 1000
MOVE_DOWN = 3500

screen = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()

pygame.display.set_caption("Micro Invader")

# create a bunch of events 
move_side_event = pygame.USEREVENT + 1
move_down_event = pygame.USEREVENT + 2
reloaded_event  = pygame.USEREVENT + 3

move_left, reloaded = True, True

invaders, colors, shots = [], [] ,[]
for x in range(15, 300, 15):
    for y in range(10, 100, 15):
        invaders.append(pygame.Rect(x, y, 7, 7))
        colors.append(((x * 0.7) % 256, (y * 2.4) % 256))

# set timer for the movement events
pygame.time.set_timer(move_side_event, MOVE_SIDE)
pygame.time.set_timer(move_down_event, MOVE_DOWN)

player = pygame.Rect(150, 180, 10, 7)

while True:
    clock.tick(40)
    if pygame.event.get(pygame.QUIT): break
    for e in pygame.event.get():
        if e.type == move_side_event:
            for invader in invaders:
                invader.move_ip((-10 if move_left else 10, 0))
            move_left = not move_left
        elif e.type == move_down_event:
            for invader in invaders:
                invader.move_ip(0, 10)
        elif e.type == reloaded_event:
            # when the reload timer runs out, reset it
            reloaded = True
            pygame.time.set_timer(reloaded_event, 0)

    for shot in shots[:]:
        shot.move_ip((0, -4))
        if not screen.get_rect().contains(shot):
            shots.remove(shot)
        else:
            hit = False
            for invader in invaders[:]:
                if invader.colliderect(shot):
                    hit = True
                    i = invaders.index(invader)
                    del colors[i]
                    del invaders[i]
            if hit:
                shots.remove(shot)

    pressed = pygame.key.get_pressed()
    if pressed[pygame.K_LEFT]: player.move_ip((-4, 0))
    if pressed[pygame.K_RIGHT]: player.move_ip((4, 0))

    if pressed[pygame.K_SPACE]: 
        if reloaded:
            shots.append(player.copy())
            reloaded = False
            # when shooting, create a timeout of RELOAD_SPEED
            pygame.time.set_timer(reloaded_event, RELOAD_SPEED)

    player.clamp_ip(screen.get_rect())

    screen.fill((0, 0, 0))

    for invader, (a, b) in zip(invaders, colors): 
        pygame.draw.rect(screen, (150, a, b), invader)

    for shot in shots: 
        pygame.draw.rect(screen, (255, 180, 0), shot)

    pygame.draw.rect(screen, (180, 180, 180), player)    
    pygame.display.flip()

答案 1 :(得分:0)

怎么样

var = 0

while True:
    event_handling()

    game_logic()

    if var == 5:
        sprite.update.position()
        var = 0

    pygame.display.flip()
    var += 1

显然,这只是伪代码,但你明白了。