Python 2.7 用延时画线游戏
我想画多条延迟线。我正在使用for循环来计算x和y坐标。我正在寻找一个解决方案,以绘制这些线之间的时间延迟(例如1秒)。这是我的密码:Python 2.7 用延时画线游戏,python-2.7,pygame,Python 2.7,Pygame,我想画多条延迟线。我正在使用for循环来计算x和y坐标。我正在寻找一个解决方案,以绘制这些线之间的时间延迟(例如1秒)。这是我的密码: import pygame,sys pygame.init() screen = pygame.display.set_mode((1600, 900)) RED = (230, 30, 30) background_image = pygame.image.load("image.jpg") background_image = pygame.trans
import pygame,sys
pygame.init()
screen = pygame.display.set_mode((1600, 900))
RED = (230, 30, 30)
background_image = pygame.image.load("image.jpg")
background_image = pygame.transform.scale(background_image, (1600,900))
clock = pygame.time.Clock()
# Main loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Fill the background
screen.blit(background_image, [0, 0])
x= [60,70,80]
y= [500,600,700]
for x,y in zip(x,y):
pygame.draw.line(background_image, RED,(x,y),(900,1280), 10)
pygame.display.update()
pygame.time.delay(10)
# Update the screen
pygame.display.flip()
`
您可以使用
time.wait()
,但这只会将程序冻结一段时间,或者您可以使用一个变量来保存绘制线的时间。基本上,当你画第一行时,你必须在nextLine=time.clock()+1
循环中有一个if,说if time.clock>nextLine:
,然后画下一行。你必须在屏幕上画线,而不是在背景图像上画线。500毫秒是半秒(10毫秒有点快)。另外,不要对列表和坐标使用相同的变量名
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((1024, 768))
RED = (150, 30, 30)
# Replaced the image with a Surface to test the code.
background_image = pygame.Surface((1024, 768))
background_image.fill((50, 90, 140))
clock = pygame.time.Clock()
xs = [60, 70, 80, 90]
ys = [500, 600, 700, 800]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.blit(background_image, [0, 0])
for x, y in zip(xs, ys):
# Draw the lines on the screen not the background.
pygame.draw.line(screen, RED, (x, y), (400, 480), 10)
pygame.display.update()
pygame.time.delay(500)
pygame.display.flip()
clock.tick(30)
这个版本仍然有问题,因为您停止了主程序其余部分的执行
当for循环运行时循环。这意味着在此期间您不能退出或处理其他事件
我有一个更复杂的例子,有一个计时器变量。从中减去增量时间(自上次勾选以来经过的时间),当增量时间低于0时,向用于图形的列表中添加另一个坐标
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((1024, 768))
RED = (120, 30, 30)
background_image = pygame.Surface((1024, 768))
background_image.fill((50, 90, 140))
clock = pygame.time.Clock()
xs = [60, 70, 80, 90]
ys = [400, 500, 600, 700]
xys = zip(xs, ys)
startpoints = [] # This holds the current startpoints.
dt = 0
timer = 500 # A countdown timer.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
timer -= dt # Decrease timer.
if timer <= 0: # If timer < 0 append the next xy coords.
try:
# `next` just gives you the next item in the xys zip iterator.
startpoints.append(next(xys))
# When the zip iterator is exhausted, clear the
# startpoints list and create a new zip iterator.
except StopIteration:
startpoints.clear()
xys = zip(xs, ys)
timer = 500 # Reset the timer.
screen.blit(background_image, [0, 0])
for x, y in startpoints: # Loop over the available startpoints.
pygame.draw.line(screen, RED, (x, y), (400, 480), 10)
pygame.display.flip()
dt = clock.tick(30)
编辑:或者最好在while循环之前创建startpoint列表,并使用i
对其进行切片。这样就不必将项目从迭代器移动到列表中
xs = [60, 70, 80, 90]
ys = [400, 500, 600, 700]
startpoints = list(zip(xs, ys))
i = 0 # Current index, used to slice startpoints.
clock = pygame.time.Clock()
increase_index_event = pygame.USEREVENT + 1
pygame.time.set_timer(increase_index_event, 500)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == increase_index_event:
i += 1
i %= len(startpoints) + 1 # Keep i in the correct range.
screen.blit(background_image, [0, 0])
for x, y in startpoints[:i]:
pygame.draw.line(screen, RED, (x, y), (500, 580), 10)
pygame.display.flip()
clock.tick(30)
首先,您需要正确格式化代码,以便缩进与实际代码匹配。否则,我们将不得不手动编辑您的代码来测试它,这需要不必要的时间/精力和一些甚至可能不正确的猜测工作。第二,寻求调试的问题必须包括期望的行为、特定的问题或错误以及在问题本身中重现这些问题所需的最短代码。因此,您需要添加您所提供的代码的错误,以及错误原因(它是否引起错误或做了不希望的事情等)?最后一个是最好的。但这让我很难弄清楚如何删除旧的行。你为什么要删除它们?如果你解释得更详细一点,我可以提供另一个例子,因为我的列表中有100多个坐标。我希望在绘制下一条线之前,第一条线在半秒钟内可见。我仍然不确定您到底想做什么。请描述一下你的最终目标。我想我找到了答案。我不能删除一条线,所以我能做的是每次画一条线时我都会执行screen.blit(background_image,[0,0])。结果将是第一条线消失,并绘制下一条线。
xs = [60, 70, 80, 90]
ys = [400, 500, 600, 700]
startpoints = list(zip(xs, ys))
i = 0 # Current index, used to slice startpoints.
clock = pygame.time.Clock()
increase_index_event = pygame.USEREVENT + 1
pygame.time.set_timer(increase_index_event, 500)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == increase_index_event:
i += 1
i %= len(startpoints) + 1 # Keep i in the correct range.
screen.blit(background_image, [0, 0])
for x, y in startpoints[:i]:
pygame.draw.line(screen, RED, (x, y), (500, 580), 10)
pygame.display.flip()
clock.tick(30)