我正在努力争取胜利声明。我希望屏幕快速闪烁蓝色和黄色,但是当满足胜利要求时不要太快,现在左键点击。问题是,如果不根据运行程序的计算机进行游戏更改,我找不到实现此目的的方法。我尝试让它重新运行几次颜色,以便颜色在更改之前持续更长时间,但在更快或更慢的系统上,这种效果最有可能是不同的。
if V == 2:
if Blue == 1:
D.fill(BLUE)
Blue = 2
elif Blue == 2:
D.fill(BLUE)
Blue = 3
elif Blue == 3:
D.fill(BLUE)
Blue = 4
elif Blue == 4:
D.fill(BLUE)
Blue = 5
elif Blue == 5:
D.fill(YELLOW)
Blue = 6
elif Blue == 6:
D.fill(YELLOW)
Blue = 7
elif Blue == 7:
D.fill(YELLOW)
Blue = 8
elif Blue == 8:
D.fill(YELLOW)
Blue = 1
这只是在改变之前重复四次颜色,这是不理想的。我曾尝试使用等待功能,但这会在此期间冻结整个程序,这使得所有其他事情显然都显得无法响应。有没有办法让它闪现没有这个重述的想法,并没有冻结整个程序多长时间?感谢。
在使用你们给出的答案之一后,我已经设法让它起作用了。问题是,现在,只要我使用任何形式的输入(例如箭头键),闪烁就会停止。理想情况下,闪光不会停止,直到V = 0,这将是游戏重置时。
if V == 2:
if event.type == event_500ms:
if Blue == 1:
D.fill(BLUE)
Blue = 2
elif Blue == 2:
D.fill(YELLOW)
Blue = 1
这是之前显示的代码的新版本。如果重要,这就是整个循环。
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_speed =- 3
x2_speed = 3
y3_speed =- 3
y4_speed = 3
elif event.key == pygame.K_RIGHT:
x_speed = 3
x2_speed =- 3
y3_speed = 3
y4_speed =- 3
elif event.key == pygame.K_UP:
y_speed =- 3
y2_speed = 3
x3_speed =- 3
x4_speed = 3
elif event.key == pygame.K_DOWN:
y_speed = 3
y2_speed =- 3
x3_speed = 3
x4_speed =- 3
elif event.key == pygame.K_TAB:
GMT += 1
CIP = 2
if GMT % 2:
GM = 2
else:
GM = 1
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
x_speed=0
x2_speed=0
y3_speed=0
y4_speed=0
elif event.key == pygame.K_RIGHT:
x_speed=0
x2_speed=0
y3_speed=0
y4_speed=0
elif event.key == pygame.K_UP:
y_speed=0
y2_speed=0
x3_speed=0
x4_speed=0
elif event.key == pygame.K_DOWN:
y_speed=0
y2_speed=0
x3_speed=0
x4_speed=0
elif event.type == MOUSEBUTTONDOWN:
x_coord = 300
y_coord = 300
x2_coord = 300
y2_coord = 300
x3_coord = 300
y3_coord = 300
x4_coord = 300
y4_coord = 300
X5_coord = 30
Y5_coord = 10
direction = 'right'
D.fill(BLACK)
G = random.randrange(1, 10)
CO = 2
V = 2
elif event.type == MOUSEBUTTONUP:
X5_coord = 30
Y5_coord = 10
direction = 'right'
if direction == 'right':
X5_coord += 10
if X5_coord == 670:
direction = 'down'
elif direction == 'down':
Y5_coord += 10
if Y5_coord == 460:
direction = 'left'
elif direction == 'left':
X5_coord -= 10
if X5_coord == 10:
direction = 'up'
elif direction == 'up':
Y5_coord -= 10
if Y5_coord == 10:
direction = 'right'
x_coord = x_coord + x_speed
y_coord = y_coord + y_speed
x2_coord = x2_coord + x2_speed
y2_coord = y2_coord + y2_speed
x3_coord = x3_coord + x3_speed
y3_coord = y3_coord + y3_speed
x4_coord = x4_coord + x4_speed
y4_coord = y4_coord + y4_speed
if GM == 2 and CIP == 2:
D.fill(BLACK)
CIP = 1
if GM == 1:
D.fill(MEXON)
if G >= 6:
B(L6, (80, 150))
if G == 1 and CO == 2:
x_coord = 366
y_coord = 201
x2_coord = 234
y2_coord = 399
x3_coord = 201
y3_coord = 366
x4_coord = 399
y4_coord = 234
CO = 1
elif G == 2 and CO == 2:
x_coord = 240
y_coord = 312
x2_coord = 360
y2_coord = 288
x3_coord = 312
y3_coord = 240
x4_coord = 288
y4_coord = 360
CO = 1
elif G == 3 and CO == 2:
x_coord = 405
y_coord = 228
x2_coord = 195
y2_coord = 372
x3_coord = 228
y3_coord = 405
x4_coord = 372
y4_coord = 195
CO = 1
elif G == 4 and CO == 2:
x_coord = 179
y_coord = 309
x2_coord = 421
y2_coord = 291
x3_coord = 309
y3_coord = 179
x4_coord = 291
y4_coord = 421
CO = 1
elif G == 5 and CO == 2:
x_coord = 315
y_coord = 450
x2_coord = 285
y2_coord = 150
x3_coord = 450
y3_coord = 315
x4_coord = 150
y4_coord = 285
CO = 1
elif G == 6 and CO == 2:
x_coord = 180
y_coord = 390
x2_coord = 420
y2_coord = 210
x3_coord = 390
y3_coord = 180
x4_coord = 210
y4_coord = 420
CO = 1
elif G == 7 and CO == 2:
x_coord = 267
y_coord = 204
x2_coord = 333
y2_coord = 396
x3_coord = 204
y3_coord = 267
x4_coord = 396
y4_coord = 333
CO = 1
elif G == 8 and CO == 2:
x_coord = 363
y_coord = 390
x2_coord = 237
y2_coord = 210
x3_coord = 390
y3_coord = 363
x4_coord = 210
y4_coord = 237
CO = 1
elif G == 9 and CO == 2:
x_coord = 234
y_coord = 273
x2_coord = 366
y2_coord = 327
x3_coord = 273
y3_coord = 234
x4_coord = 327
y4_coord = 366
CO = 1
elif G == 10 and CO == 2:
x_coord = 102
y_coord = 267
x2_coord = 498
y2_coord = 333
x3_coord = 267
y3_coord = 102
x4_coord = 333
y4_coord = 498
CO = 1
if V == 2:
if event.type == event_500ms:
if Blue == 1:
D.fill(BLUE)
Blue = 2
elif Blue == 2:
D.fill(YELLOW)
Blue = 1
B(L1, (47, 45))
B(L2, (47, 60))
B(L2C, (65, 75))
B(L3, (47, 90))
B(L4, (47, 105))
B(L5, (47, 120))
L(D, PINDLER, (40, 5), (695, 5), 10)
L(D, PINDLER, (3, 42), (3, 495), 10)
L(D, PINDLER, (3, 495), (695, 495), 10)
L(D, PINDLER, (695, 495), (695, 5), 10)
L(D, PINDLER, (3, 41), (658, 42), 10)
L(D, PINDLER, (40, 5), (40, 458), 10)
L(D, PINDLER, (40, 458), (658, 458), 10)
L(D, PINDLER, (658, 458), (658, 42), 10)
FINISH(D, Fx, Fy)
MOLINE1(D, x_coord, y_coord)
MOLINE2(D, x2_coord, y2_coord)
MOLINE3(D, x3_coord, y3_coord)
MOLINE4(D, x4_coord, y4_coord)
MOLINE5(D, X5_coord, Y5_coord)
pygame.draw.line(D, PINDLER, (303, 302), (307, 306), 1)
pygame.draw.line(D, PINDLER, (307, 302), (303, 306), 1)
pygame.display.flip()
clock.tick(60)
我会显示所有代码,但它不喜欢正确缩进以使网站将其识别为代码。有一次,我手动在所有500行中放置四个空格。这不好玩。
根据要求提供更多信息,我冒昧地提供了所有代码。希望这可以帮助。感谢。
import pygame, sys, random
from pygame.locals import *
pygame.init()
BLACK = ( 0, 0, 0)
ABINO = ( 34, 45, 102)
PINDLER = (255, 123, 90)
MEXON = (200, 190, 220)
WHITE = (255, 255, 255)
YELLOW = (255, 255, 0)
RED = (255, 0, 0)
BLUE = ( 0, 0, 255)
size = [700, 500]
D = pygame.display.set_mode(size)
L = pygame.draw.aaline
R = pygame.draw.rect
G = random.randrange(1, 10)
GM = 1
GMT = 2
CIP = 1
CO = 2
V = 0
Blue = 1
event_500ms = pygame.USEREVENT + 1
pygame.time.set_timer(event_500ms, 500)
pygame.display.set_caption("Moline")
myfont = pygame.font.SysFont("monospace", 15)
T = myfont.render
M1S = "RULES:"
M2S = "1. To start, press each arrow key in a random sequence"
M2F = " for roughly one second."
M3S = "2. To win, re-merge the four men on the crossmark."
M4S = "3. Complete before the running man completes a lap."
M5S = "4. Mouse movement is illegal and causes a severe time penalty."
L1 = T(M1S, 1, (255, 255, 0))
L2 = T(M2S, 1, (255, 255, 0))
L2C = T(M2F, 1, (255, 255, 0))
L3 = T(M3S, 1, (255, 255, 0))
L4 = T(M4S, 1, (255, 255, 0))
L5 = T(M5S, 1, (255, 255, 0))
B = D.blit
Fx = 10
Fy = 10
L6 = T("cheeeeeeeeese", 1, (255, 255, 0))
def MOLINE1(D, x, y):
pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)
def MOLINE2(D, x, y):
pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)
def MOLINE3(D, x, y):
pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)
def MOLINE4(D, x, y):
pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)
def MOLINE5(D, x, y):
pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)
def FINISH(D, x, y):
R(D, BLACK, ( 4, 42, 6, 6))
R(D, WHITE, (10, 42, 6, 6))
R(D, BLACK, (16, 42, 6, 6))
R(D, WHITE, (22, 42, 6, 6))
R(D, BLACK, (28, 42, 6, 6))
R(D, WHITE, (34, 42, 6, 6))
R(D, WHITE, ( 4, 48, 6, 6))
R(D, BLACK, (10, 48, 6, 6))
R(D, WHITE, (16, 48, 6, 6))
R(D, BLACK, (22, 48, 6, 6))
R(D, WHITE, (28, 48, 6, 6))
R(D, BLACK, (34, 48, 6, 6))
R(D, BLACK, ( 4, 54, 6, 6))
R(D, WHITE, (10, 54, 6, 6))
R(D, BLACK, (16, 54, 6, 6))
R(D, WHITE, (22, 54, 6, 6))
R(D, BLACK, (28, 54, 6, 6))
R(D, WHITE, (34, 54, 6, 6))
x_speed = 0
y_speed = 0
x2_speed = 0
y2_speed = 0
x3_speed = 0
y3_speed = 0
x4_speed = 0
y4_speed = 0
x_coord = 300
y_coord = 300
x2_coord = 300
y2_coord = 300
x3_coord = 300
y3_coord = 300
x4_coord = 300
y4_coord = 300
X5_coord = 30
Y5_coord = 10
direction = 'right'
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_speed =- 3
x2_speed = 3
y3_speed =- 3
y4_speed = 3
elif event.key == pygame.K_RIGHT:
x_speed = 3
x2_speed =- 3
y3_speed = 3
y4_speed =- 3
elif event.key == pygame.K_UP:
y_speed =- 3
y2_speed = 3
x3_speed =- 3
x4_speed = 3
elif event.key == pygame.K_DOWN:
y_speed = 3
y2_speed =- 3
x3_speed = 3
x4_speed =- 3
elif event.key == pygame.K_TAB:
GMT += 1
CIP = 2
if GMT % 2:
GM = 2
else:
GM = 1
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
x_speed=0
x2_speed=0
y3_speed=0
y4_speed=0
elif event.key == pygame.K_RIGHT:
x_speed=0
x2_speed=0
y3_speed=0
y4_speed=0
elif event.key == pygame.K_UP:
y_speed=0
y2_speed=0
x3_speed=0
x4_speed=0
elif event.key == pygame.K_DOWN:
y_speed=0
y2_speed=0
x3_speed=0
x4_speed=0
elif event.type == MOUSEBUTTONDOWN:
x_coord = 300
y_coord = 300
x2_coord = 300
y2_coord = 300
x3_coord = 300
y3_coord = 300
x4_coord = 300
y4_coord = 300
X5_coord = 30
Y5_coord = 10
direction = 'right'
D.fill(BLACK)
G = random.randrange(1, 10)
CO = 2
V = 2
elif event.type == MOUSEBUTTONUP:
X5_coord = 30
Y5_coord = 10
direction = 'right'
if direction == 'right':
X5_coord += 10
if X5_coord == 670:
direction = 'down'
elif direction == 'down':
Y5_coord += 10
if Y5_coord == 460:
direction = 'left'
elif direction == 'left':
X5_coord -= 10
if X5_coord == 10:
direction = 'up'
elif direction == 'up':
Y5_coord -= 10
if Y5_coord == 10:
direction = 'right'
x_coord = x_coord + x_speed
y_coord = y_coord + y_speed
x2_coord = x2_coord + x2_speed
y2_coord = y2_coord + y2_speed
x3_coord = x3_coord + x3_speed
y3_coord = y3_coord + y3_speed
x4_coord = x4_coord + x4_speed
y4_coord = y4_coord + y4_speed
if GM == 2 and CIP == 2:
D.fill(BLACK)
CIP = 1
if GM == 1:
D.fill(MEXON)
if G >= 6:
B(L6, (80, 150))
if G == 1 and CO == 2:
x_coord = 366
y_coord = 201
x2_coord = 234
y2_coord = 399
x3_coord = 201
y3_coord = 366
x4_coord = 399
y4_coord = 234
CO = 1
elif G == 2 and CO == 2:
x_coord = 240
y_coord = 312
x2_coord = 360
y2_coord = 288
x3_coord = 312
y3_coord = 240
x4_coord = 288
y4_coord = 360
CO = 1
elif G == 3 and CO == 2:
x_coord = 405
y_coord = 228
x2_coord = 195
y2_coord = 372
x3_coord = 228
y3_coord = 405
x4_coord = 372
y4_coord = 195
CO = 1
elif G == 4 and CO == 2:
x_coord = 179
y_coord = 309
x2_coord = 421
y2_coord = 291
x3_coord = 309
y3_coord = 179
x4_coord = 291
y4_coord = 421
CO = 1
elif G == 5 and CO == 2:
x_coord = 315
y_coord = 450
x2_coord = 285
y2_coord = 150
x3_coord = 450
y3_coord = 315
x4_coord = 150
y4_coord = 285
CO = 1
elif G == 6 and CO == 2:
x_coord = 180
y_coord = 390
x2_coord = 420
y2_coord = 210
x3_coord = 390
y3_coord = 180
x4_coord = 210
y4_coord = 420
CO = 1
elif G == 7 and CO == 2:
x_coord = 267
y_coord = 204
x2_coord = 333
y2_coord = 396
x3_coord = 204
y3_coord = 267
x4_coord = 396
y4_coord = 333
CO = 1
elif G == 8 and CO == 2:
x_coord = 363
y_coord = 390
x2_coord = 237
y2_coord = 210
x3_coord = 390
y3_coord = 363
x4_coord = 210
y4_coord = 237
CO = 1
elif G == 9 and CO == 2:
x_coord = 234
y_coord = 273
x2_coord = 366
y2_coord = 327
x3_coord = 273
y3_coord = 234
x4_coord = 327
y4_coord = 366
CO = 1
elif G == 10 and CO == 2:
x_coord = 102
y_coord = 267
x2_coord = 498
y2_coord = 333
x3_coord = 267
y3_coord = 102
x4_coord = 333
y4_coord = 498
CO = 1
if V == 2:
if event.type == event_500ms:
if Blue == 1:
D.fill(BLUE)
Blue = 2
elif Blue == 2:
D.fill(YELLOW)
Blue = 1
B(L1, (47, 45))
B(L2, (47, 60))
B(L2C, (65, 75))
B(L3, (47, 90))
B(L4, (47, 105))
B(L5, (47, 120))
L(D, PINDLER, (40, 5), (695, 5), 10)
L(D, PINDLER, (3, 42), (3, 495), 10)
L(D, PINDLER, (3, 495), (695, 495), 10)
L(D, PINDLER, (695, 495), (695, 5), 10)
L(D, PINDLER, (3, 41), (658, 42), 10)
L(D, PINDLER, (40, 5), (40, 458), 10)
L(D, PINDLER, (40, 458), (658, 458), 10)
L(D, PINDLER, (658, 458), (658, 42), 10)
FINISH(D, Fx, Fy)
MOLINE1(D, x_coord, y_coord)
MOLINE2(D, x2_coord, y2_coord)
MOLINE3(D, x3_coord, y3_coord)
MOLINE4(D, x4_coord, y4_coord)
MOLINE5(D, X5_coord, Y5_coord)
pygame.draw.line(D, PINDLER, (303, 302), (307, 306), 1)
pygame.draw.line(D, PINDLER, (307, 302), (303, 306), 1)
pygame.display.flip()
clock.tick(60)
pygame.quit()
认识到,这不是一个成品,因此在某些方面可能看起来很尴尬,因为这个程序已经发展了很多。因此可能有一些未使用的全局变量或一些不准确的文本。
答案 0 :(得分:3)
问题是,当您使用PyGame的pygame.time.wait()
或pygame.time.delay()
函数时,无法在游戏暂停的时间内获取任何事件 time
模块。
要避免此问题,您可以创建自己的事件,该事件在每个给定的毫秒数的事件队列中出现。您可以使用pygame.time.set_timer()
创建活动:
import pygame
pygame.init()
#color tupels
BLUE = (55,155,255)
YELLOW = (255,255,0)
#create a new event id called event_500ms
event_500ms = pygame.USEREVENT + 1
#set timer event to appear on the event queue every 500 milliseconds
pygame.time.set_timer(event_500ms, 500)
screen = pygame.display.set_mode((800,800))
#global variable V for state-machine
V = 0
while True:
#get events from the event queue
for ev in pygame.event.get():
if ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
pygame.quit()
exit()
#left (ev.button == 3) mousbutton down -> set variable V = 1
if ev.type == pygame.MOUSEBUTTONDOWN and ev.button == 3:
V = 1
#check for the event_500ms event
if ev.type == event_500ms:
if V == 1:
screen.fill(BLUE)
V = 2
elif V == 2:
screen.fill(YELLOW)
V = 0
pygame.display.flip() #update whole screen
在这段代码中,我们使用了一种具有3个不同阶段的所谓state-machine:
V = 1
,如果pygame.MOUSEBUTTONDOWN
事件有效,(下一状态:2) screen
等于V
,请填充V
蓝色并增加1
。 (下一个州:3) screen
等于V
,请填充0
黄色,然后将V
恢复为2
。 (下一个州:1) 我希望这会有所帮助:)
答案 1 :(得分:1)
你有两个解决问题的方法,它代表了你尝试过的两种方法:你要么等待一个特定的时间进行下一次打勾,要么每次打勾都要做一些事情,但是你有问题,打勾取决于计算机的速度是(以及其他因素,如在后台运行的程序)。 (勾选我指的是你可能使用的每个主循环运行。)
当你说'#34;好的时候,我想每隔四个刻度改变一次背景",问题可能是每一个毫秒,或每秒或每当。因此,我们需要不依赖于发生的滴答数量,而是取决于时间量。我们可以使用time.perf_counter()来获取当前时间。这给了我们:
#Initialize old_time somewhere
new_time = time.perf_counter()
if new_time - old_time > 0.05:
change_background()
old_time = new_time
通常情况下,你不想为每件依赖时间的事情做这件事。而是在while循环中的第一件事计算增量时间,通常称为dt
while True:
dt = time.perf_counter() - old_time
old_time = time.perf_counter()
change_background(dt)
然后按照我们处理之前的方式处理dt
:
def change_background(dt):
cumulative_time += dt
if cumulative_time > 0.05:
#do things
cumulative_time = 0
另一种方法是使用某种sleep
。正如您已经看到的那样,这将冻结整个线程 - 但您可以创建多个线程(当然您不需要使用线程,您可以使用进程或greenlet或所有其他花哨的多处理内容)。整个过程有点复杂,所以我不会在这里详细介绍,但通常最好有不同的线程进行输入和处理。相对较新的asyncio
模块正好处理这类问题。还有不同的解决方案,例如greenlets或threads。做事asyncronuos一开始可能会令人困惑,第一个解决方案可能会让你相对较远。
编辑: 我的答案独立于pygame,其他答案中使用的事件在后台为您做了这个。理解这个增量时间的想法并使用它是一个好主意,例如在物理计算中。一般依赖于刻度(而不是时间)是一个坏主意,可以给你意想不到的行为。据说原始的太空入侵者确实依赖于物理和图形计算的滴答声。因此,每当你射击足够的敌人时它会加速。这是一个意想不到的结果(然后保留,因为它是一个增加难度的好机制)。模拟器面临同样的问题:通常旧游戏(依赖于刻度而不是按时)会快速运行,因为现代计算机具有更强大的处理能力。模拟器必须考虑到这一点,并且减慢处理速度"。
答案 2 :(得分:-1)
也许你可以试试:
import time
time.sleep(5)