我正在使用pygame制作太空飞船游戏。我在顶部有一个由三个心脏图像组成的健康栏。当您崩溃时,右侧的第一个消失。这意味着需要在主循环中生成运行状况栏,但是运行时它会不断闪烁。
SELECT d.id d.name, SUM(s.quantity) AS TotalQuantity
FROM sale AS s, dept AS d
WHERE d.id = s.dept
GROUP BY d.id d.name,
ORDER BY TotalQuantity
如何不仅在这段代码中,而且在任何代码中,都可以使动画顺利运行?
答案 0 :(得分:1)
您的问题是每帧多次调用pygame.display.flip()
。在主while running:
循环中,每个循环只能使用一次。
与其在绘制图形时调用它,不如在主循环末尾使用它一次。最后,它与clock.tick(180)
类似,是单数形式。
每帧flip
翻屏超过一次时,会导致闪烁,就像您在这里看到的那样。
您应从循环末尾的所有地方删除pygame.display.flip()
。
进行此更改的代码:
import pygame, random
class SpaceshipClass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("spaceship.png")
self.rect = self.image.get_rect()
self.rect.center = [320, 420]
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self, image_file, location, type):
pygame.sprite.Sprite.__init__(self)
self.image_file = image_file
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.center = location
self.type = type
self.passed = False
def update(self):
global speed, travelled
self.rect.centery += speed[1]
travelled+=0.1
if self.rect.centery>700:
self.kill()
def create_map():
global obstacles
locations = []
for i in range(10):
row = random.randint(0, 9)
col = random.randint(0, 9)
location = [col * 64 + 32, row * 64 + 32 + -640]
if not (location in locations):
locations.append(location)
type = random.choice(["rock", "point"])
if type == "rock":
img = "obstacle.png"
elif type == "point":
img = "coin.png"
obstacle = ObstacleClass(img, location, type)
obstacles.add(obstacle)
def animate():
screen.fill([0, 0, 0])
obstacles.draw(screen)
screen.blit(ship.image, ship.rect)
screen.blit(score_surf, score_pos)
dis_surf=dis_font.render((string_dis + str(("%.2f")%travelled)+metres),
1, (255, 255, 255))
screen.blit(dis_surf, dis_pos)
pygame.init()
screen = pygame.display.set_mode([640,640])
clock = pygame.time.Clock()
points = 0
lives=3
speed = [0, 1]
ship= SpaceshipClass()
obstacles = pygame.sprite.Group()
create_map()
map_position = 0
travelled=0
string_dis="distance traveled: "
metres="m"
dis_font=pygame.font.Font(None, 50)
dis_surf=dis_font.render((string_dis + str(travelled)+metres), 1, (255,
255, 255))
dis_pos=[10, 40]
score=0
string_score="Score: "
score_font=pygame.font.Font(None, 50)
score_surf=score_font.render((string_score + str(score)), 1, (255, 255,
255))
score_pos=[10, 10]
done=False
running=True
while running:
clock.tick(180)
for event in pygame.event.get():
if event.type==pygame.QUIT:
running=False
elif event.type==pygame.MOUSEMOTION:
ship.rect.centerx=event.pos[0]
if not done:
map_position += speed[1]
if map_position >= 640:
create_map()
map_position = 0
obstacles.update()
animate()
for i in range(lives+1):
width=screen.get_width()
health=pygame.image.load("health.png")
screen.blit(health, [width-30*i, 20])
col=pygame.sprite.spritecollide(ship, obstacles, False)
if col:
if col[0].type=="rock" and not col[0].passed:
lives-=1
if lives==0:
final_text1="Game Over!"
final_text2=("Your Score is: "+ str(score))
final_text3=("you traveled %.2f meters" %travelled)
ft1_font=pygame.font.Font(None, 70)
ft1_surf=ft1_font.render(final_text1, 1, (255, 255, 255))
ft2_font=pygame.font.Font(None, 50)
ft2_surf=ft2_font.render(final_text2, 1, (255, 255, 255))
ft3_font=pygame.font.Font(None, 50)
ft3_surf=ft3_font.render(final_text3, 1, (255, 255, 255))
screen.blit(ft1_surf, [screen.get_width()/2-
ft1_surf.get_width()/2, 100])
screen.blit(ft2_surf, [screen.get_width()/2-
ft2_surf.get_width()/2, 200])
screen.blit(ft3_surf, [screen.get_width()/2-
ft3_surf.get_width()/2, 300])
pygame.draw.rect(screen, [0,0,0], [width-30, 20, 90, 90],
0)
done=True
else:
pygame.time.delay(1000)
ship.image = pygame.image.load("spaceship.png")
speed = [0, 1]
col[0].passed = True
elif col[0].type=="point" and not col[0].passed:
score+=100
score_surf=score_font.render((string_score + str(score)), 1,
(255, 255, 255))
screen.blit(score_surf, score_pos)
col[0].kill()
pygame.display.flip()
pygame.quit()