如何在python中为命令添加延迟?

时间:2018-04-04 21:55:48

标签: python python-3.x pygame

您好我是python的新手,并决定使用pygame编写一个简单的RPG游戏。 命令按预期工作,但我需要为屏幕上的文本添加延迟。 如果你按"是"按钮,你的玩家将要攻击,如果按下" no"按钮你的玩家将什么都不做并受到攻击。杀死第一个boss后,你的玩家将升级。需要在空白黑色矩形上插入的文本是祝贺您升级并显示新统计数据的消息。 编辑:我不是在寻找“time.sleep()”。如果你可以通过我的程序,你就会明白为什么。我需要添加延迟,因为意图是将一行文本blit为黑色矩形,并在每行弹出之间添加延迟,以便不会立即发生。如果我在我的函数中添加了一个time.sleep(),它会暂停我的TEXT(A,B,C)函数一段时间然后立即blit所有内容当我只是想让它快速加入A,B,C时介于两者之间。 完整代码如下:

from pygame import *
#from userInterface import Title, Dead
WIN_WIDTH = 640
WIN_HEIGHT = 400
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0

init()
screen = display.set_mode(DISPLAY, FLAGS, DEPTH)
saveState = False

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (30, 30, 30)
FONT = font.SysFont("Courier New", 15)



heroHP = 1000

hero={'name' : 'Hero',
      'height':4,
      'lvl': 1,
      'xp' : 0,
      'reward' : 0,
      'lvlNext':25,
      'stats': {'str' : 12, # strength
                'dex' : 4, # dexterity
                'int' : 15, # intelligence
                'hp'  : heroHP, # health
                'atk' : [250,350]}} # range of attack values


boss1={'name' : 'Imp',
       'xp' : 0,
       'lvlNext':25,
       'reward' : 25,
       'stats': {'hp'  :400,
                'atk' : [300,350]}}


ONE = None
TWO = None
THREE = None
FOUR = None
text = False
counter =0

def TEXT(A, B, C):
    global ONE, TWO, THREE, FOUR, counter, text
    text = True
    if text:
        if counter == 20:
            ONE  = A
        elif counter == 40:
            TWO = B
        elif counter == 60:
            THREE = C
        elif counter == 200:
            ONE = None
            TWO = None
            THREE = None
            FOUR = None
            counter = 0
            text = False
        counter += 1






def level(char): # level up system
    #nStr, nDex, nInt=0,0,0
    while char['xp'] >= char['lvlNext']:
        char['lvl']+=1
        char['xp']=char['xp'] - char['lvlNext']
        char['lvlNext'] = round(char['lvlNext']*1.5)
        nStr=0.5*char['stats']['str']+1
        nDex=0.5*char['stats']['dex']+1
        nInt=0.5*char['stats']['int']+1
        print(f'{char["name"]} levelled up to level {char["lvl"]}!') # current level
        A = (f'{char["name"]} levelled up to level {char["lvl"]}!') # current level

        print(f'( INT {round((char["stats"]["int"] + nInt))} - STR {round(char["stats"]["str"] + nStr)} - DEX {round(char["stats"]["dex"] + nDex)} )') # print new stats
        B = (f'( INT {round((char["stats"]["int"] + nInt))} - STR {round(char["stats"]["str"] + nStr)} - DEX {round(char["stats"]["dex"] + nDex)} )') # print new statsm

        char['stats']['str'] += nStr
        char['stats']['dex'] += nDex
        char['stats']['int'] += nInt

        TEXT(A,B,None)

from random import randint

def takeDmg(attacker, defender): # damage alorithm
    dmg = randint(attacker['stats']['atk'][0], attacker['stats']['atk'][1])
    defender['stats']['hp'] = defender['stats']['hp'] - dmg
    print(f'{defender["name"]} takes {dmg} damage!')
    #TEXT(f'{defender["name"]} takes {dmg} damage!')

    if defender['stats']['hp'] <= 0:
            print(f'{defender["name"]} has been slain...')
            #TEXT(f'{defender["name"]} has been slain...')

            attacker['xp'] += defender['reward']
            level(attacker)
            if defender==hero:
                #Dead()
                pass
            else:
                hero['stats']['hp']=heroHP
                #Title()
                pass


def Battle(player, enemy):
    global ONE, TWO, THREE, FOUR
    mouse.set_visible(1)
    clock = time.Clock()
    YES = Rect(100, 100, 50, 50)
    NO = Rect(500, 100, 50, 50)
    Text = Rect(70, 300, 500, 75)

    #while ((enemy['stats']['hp']) > 0):
    while True:
        for e in event.get():
            if e.type == QUIT:
                exit("Quit") # if X is pressed, exit program
            elif e.type == KEYDOWN:
                if e.key == K_ESCAPE:
                    exit()
            elif e.type == MOUSEBUTTONDOWN:
                # 1 is the left mouse button, 2 is middle, 3 is right.
                if e.button == 1:
                    # `event.pos` is the mouse position.
                    if YES.collidepoint(e.pos):
                        takeDmg(player, enemy)
                        print(f'{enemy["name"]} takes the opportunity to attack!')
                        #TEXT(f'{enemy["name"]} takes the opportunity to attack!')

                        takeDmg(enemy, player)
                    elif NO.collidepoint(e.pos):
                        print(f'{enemy["name"]} takes the opportunity to attack!')
                        #TEXT(f'{enemy["name"]} takes the opportunity to attack!')

                        takeDmg(enemy, player)


        screen.fill(WHITE)
        draw.rect(screen, BLACK, YES)
        draw.rect(screen, BLACK, NO)
        draw.rect(screen, GRAY, Text)



        YES_surf = FONT.render(("YES"), True, WHITE)
        NO_surf = FONT.render(("NO"), True, WHITE)
        Text1_surf = FONT.render(ONE, True, WHITE)
        Text2_surf = FONT.render(TWO, True, WHITE)
        Text3_surf = FONT.render(THREE, True, WHITE)
        Text4_surf = FONT.render(FOUR, True, WHITE)



        screen.blit(YES_surf, YES)
        screen.blit(NO_surf, NO)
        screen.blit(Text1_surf, (80, 305))
        screen.blit(Text2_surf, (80, 320))
        screen.blit(Text3_surf, (80, 335))
        screen.blit(Text4_surf, (80, 350))





        display.update()

        clock.tick(60)

Battle(hero, boss1)

我使用def TEXT(A,B,C)函数使用计数器添加延迟,然后在设定的时间后删除文本。到目前为止,我只在字符级别测试它时才实现了TEXT函数,但它似乎没有工作。

ONE = None
TWO = None
THREE = None
FOUR = None
text = False
counter =0

def TEXT(A, B, C):
    global ONE, TWO, THREE, FOUR, counter, text
    text = True
    if text:
        if counter == 20:
            ONE  = A
        elif counter == 40:
            TWO = B
        elif counter == 60:
            THREE = C
        elif counter == 200:
            ONE = None
            TWO = None
            THREE = None
            FOUR = None
            counter = 0
            text = False
        counter += 1

1 个答案:

答案 0 :(得分:1)

使用time.sleep不是一个好主意用于游戏(此功能旨在用于非常有限的一组案例,实时应用程序不是其中之一)。

相反,您的游戏应该基于事件驱动,这意味着在满足特定条件(游戏状态)时应该生成新动作。

我发现您正在使用pygame,因此对于时间事件,您应该查看其模块time,特别是函数set_timer可以帮助您。

另外,我建议您阅读此帖子Why are global variables evil?