所以我正在尝试创建一个计时器,当游戏运行时,游戏运行的几秒钟将显示在我的pygame窗口中。但由于某种原因,它似乎没有起作用。我不太清楚究竟是什么问题。
第35-44行是计时器功能的地方...... 第71行是预计显示时间的地方......
import pygame
pygame.init()
pygame.font.init()
FPS = 60
fpsClock = pygame.time.Clock()
time = 10
WHITE = (255,255,255)
dimension = [936, 520]
SCREEN = pygame.display.set_mode(dimension)
font = pygame.font.Font("8-BIT WONDER.TTF",16)
gameEnd= False
#Images
blacksmith = pygame.image.load("blacksmith.png")
blacksmith = pygame.transform.scale(blacksmith,(144,144))
background = pygame.image.load("background_img.png")
#Positions
blacksmith_position = [400,275]
anvil_position = [0,0]
song = pygame.mixer.music.load("Pixelland.mp3")
pygame.mixer.music.play(0, 0.0)
#Time
get_time = True
#Clock
while get_time == True:
time = pygame.time.get_ticks() / 1000
pygame.time.delay(1000)
display_time = font.render(time, True, WHITE)
#Game Loop
while not gameEnd:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameEnd = True
#Player Controls
keys = pygame.key.get_pressed()
if keys[pygame.K_F11]:
pygame.display.toggle_fullscreen()
if keys[pygame.K_LEFT]:
blacksmith_position[0] = max(95, blacksmith_position[0] - 12)
if keys[pygame.K_RIGHT]:
blacksmith_position[0] = min(685, blacksmith_position[0] + 12)
SCREEN.blit(background, (0, 0))
SCREEN.blit(blacksmith,(blacksmith_position))
SCREEN.blit(display_time, (70,10))
pygame.display.update()
fpsClock.tick(FPS)
pygame.quit()
quit()
答案 0 :(得分:1)
你运行while get_time == True:
会停止一切。它一直在运行。
你只能有一个while
循环,它一直在运行(无限循环) - mainloop
。
工作示例(没有位图和字体文件)
import pygame
# --- constants ---
FPS = 60
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
DIMENSION = (936, 520)
# --- classes ---
# empty
# --- functions ---
# empty
# --- main ---
# - init -
pygame.init()
#pygame.font.init() # pygame.init() should run `pygame.font.init()` automatically
screen = pygame.display.set_mode(DIMENSION)
# - resources -
font = pygame.font.Font(None, 16)
# - mainloop -
fps_clock = pygame.time.Clock()
game_end = False
while not game_end:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_end = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_F11
pygame.display.toggle_fullscreen()
#keys = pygame.key.get_pressed()
#if keys[pygame.K_F11]:
# pygame.display.toggle_fullscreen()
# - updates (without draws) -
# render current time
cur_time = pygame.time.get_ticks() / 1000
display_time = font.render(str(cur_time), True, WHITE)
# - draws (without updates) -
screen.fill(BLACK)
screen.blit(display_time, (70,10))
pygame.display.update()
# - FPS -
fps_clock.tick(FPS)
# - end -
pygame.quit()
#quit() # doesn't need it