提前感谢您的时间。
如果我使用空格键发射子弹,则会创建一连串子弹。如果我在'if keys [pygame.K_SPACE]:'里面设置time.sleep()的延迟,那么它也会将循环冻结设定的秒数。我怎么能这样做,所以一次只发射一颗子弹?这是我的游戏循环的副本,请告诉我是否需要更多代码:
def game_loop():
global pause
x = (display_width * 0.2)
y = (display_height * 0.2)
x_change = 0
y_change = 0
blob_speed = 3
velocity = [2, 2]
pos_x = display_width/1.2
pos_y = display_height/1.2
gameExit = False
while not gameExit:
for event in pygame.event.get():#monitors hardware movement/ clicks
if event.type == pygame.QUIT:
pygame.quit()
quit()
pos_x += velocity[0]
pos_y += velocity[1]
if pos_x + blob_width > display_width or pos_x < 601:
velocity[0] = -velocity[0]
if pos_y + blob_height > display_height or pos_y < 0:
velocity[1] = -velocity[1]
# Checks to see if any keys are held down and remembers them with the variable keys.
keys = pygame.key.get_pressed()
for b in range(len(bullets)):
bullets[b][0] += 6
for bullet in bullets:
if bullet[0] > 1005:
bullets.remove(bullet)
if keys[pygame.K_SPACE]:
bullets.append([x+25, y+24])
# If the player is holding down one key or the other the blob moves in that direction
if x < 0:
x = 0
if keys[pygame.K_a]:
x_change = -blob_speed
if x > 401 - blob_width:
x = 401 - blob_width
if keys[pygame.K_d]:
x_change = blob_speed
if keys[pygame.K_p]:
pause = True
paused()
# If the player is holding down both or neither of the keys the blob stops
if keys[pygame.K_a] and keys[pygame.K_d]:
x_change = 0
if not keys[pygame.K_a] and not keys[pygame.K_d]:
x_change = 0
if y < 0:
y = 0
if keys[pygame.K_w]:
y_change = -blob_speed
if y > display_height - blob_height:
y = display_height - blob_height
if keys[pygame.K_s]:
y_change = blob_speed
if keys[pygame.K_w] and keys[pygame.K_s]:
y_change = 0
if not keys[pygame.K_w] and not keys[pygame.K_s]:
y_change = 0
#print(event)
# Reset x and y to new position
x += x_change
y += y_change
gameDisplay.fill(blue) #changes background surface
pygame.draw.line(gameDisplay, black, (601, display_height), (601, 0), 3)
pygame.draw.line(gameDisplay, black, (401, display_height), (401, 0), 3)
blob(pos_x, pos_y)
blob(x, y)
for bullet in bullets:
gameDisplay.blit(bulletpicture, pygame.Rect(bullet[0], bullet[1], 0, 0))
pygame.display.update() #update screen
clock.tick(120)#moves frame on (fps in parameters)
答案 0 :(得分:6)
这是一个没有课程的答案。您只需要存储子弹被触发时的上一次,从当前时间中减去它并检查它是否超过某个时间限制(在此示例中为500 ms)以查看我们是否已准备好开火
import pygame
def game_loop():
pygame.init()
gameDisplay = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
bulletpicture = pygame.Surface((10, 5))
bulletpicture.fill(pygame.Color('sienna1'))
bullets = []
x = 50
y = 240
previous_time = pygame.time.get_ticks()
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
current_time = pygame.time.get_ticks()
# We're ready to fire when 500 ms have passed.
if current_time - previous_time > 500:
previous_time = current_time
bullets.append([x+25, y+24])
remaining_bullets = []
for bullet in bullets:
bullet[0] += 6 # Move the bullet.
if bullet[0] < 500: # Filter out the bullets.
remaining_bullets.append(bullet)
bullets = remaining_bullets
gameDisplay.fill((30, 30, 30))
for bullet in bullets:
gameDisplay.blit(bulletpicture, pygame.Rect(bullet[0], bullet[1], 0, 0))
pygame.display.update()
clock.tick(120)
game_loop()
pygame.quit()