我想在一段时间过后产生一个'老板'精灵,或者产生了数量的怪物,我怎么能在屏幕上显示计时器。
老板的课程
UILabel.appearance().font = UIFont(name: "PartyLetPlain", size: 17)
答案 0 :(得分:2)
有几种方法可以在pygame中实现一个计时器。您可以使用pygame.Clock.tick
返回的时间来增加或减少计时器变量,使用pygame.time.get_ticks
计算时差或将自定义事件与pygame.time.set_timer
结合使用。
示例1 - 增量时间:
import sys
import random
import pygame as pg
class Block(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pg.Surface((40, 40))
self.image.fill(pg.Color('sienna1'))
self.rect = self.image.get_rect(topleft=pos)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# Delta time is the time that has passed since clock.tick
# was called the last time.
dt = 0
# We'll subtract dt (delta time) from this timer variable.
timer = 1 # 1 means one second.
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# Decrease timer to get a countdown.
timer -= dt
# When the timer is below or equal to 0, we spawn
# a new block.
if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
# Reset the countdown timer to one second.
timer = 1
all_sprites.update()
screen.fill(pg.Color('gray15'))
all_sprites.draw(screen)
timer_surface = font.render(
str(round(timer, 3)), True, pg.Color('yellow'))
screen.blit(timer_surface, (20, 20))
pg.display.flip()
# dt = time in seconds that passed since last tick.
# Divide by 1000 to convert milliseconds to seconds.
dt = clock.tick(30) / 1000
if __name__ == '__main__':
pg.init()
main()
pg.quit()
sys.exit()
如果你想产生1个精灵,你可以添加另一个变量,如boss_spawned = False
,只有在老板没有产生时才更改计时器:
if not boss_spawned:
timer -= dt
if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
boss_spawned = True
或者在生成后将计时器设置为0,如果计时器为!= 0
,则只减少计时器。
if timer != 0:
timer -= dt
if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
timer = 0
示例2 - pygame.time.get_ticks(替换上面的main函数):
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# Start time.
now = pg.time.get_ticks()
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# If the time difference is greater than 1000
# milliseconds, spawn a block.
time_difference = pg.time.get_ticks() - now
if time_difference >= 1000:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
# Reset the start time.
now = pg.time.get_ticks()
all_sprites.update()
screen.fill(pg.Color('gray15'))
all_sprites.draw(screen)
timer_surface = font.render(
str(time_difference/1000), True, pg.Color('yellow'))
screen.blit(timer_surface, (20, 20))
pg.display.flip()
clock.tick(30)
如果你只想计算杀戮或衍生的怪物,你可以增加一个反变量,然后当它超过某个限制时产生敌人的boss。以下示例仅计算鼠标单击次数,并在3次单击后生成块。
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# We'll just count mouse clicks in this example.
# You can replace it with the kill count in your game.
clicks = 0
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.MOUSEBUTTONDOWN:
clicks += 1
if clicks >= 3:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
clicks = 0
all_sprites.update()
screen.fill(pg.Color('gray15'))
all_sprites.draw(screen)
clicks_surface = font.render(str(clicks), True, pg.Color('yellow'))
screen.blit(clicks_surface, (20, 20))
pg.display.flip()
clock.tick(30)