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Python Pygame键盘输入事件延迟_Python_Animation_Pygame_Lag_Keyboard Input - Fatal编程技术网

Python Pygame键盘输入事件延迟

Python Pygame键盘输入事件延迟,python,animation,pygame,lag,keyboard-input,Python,Animation,Pygame,Lag,Keyboard Input,在用pygame编写了一个小程序之后,我遇到了一个问题。该程序通过以下方式获取split.GIF动画并加载图像(GIF帧): 这将返回一个pygame曲面对象,然后将其附加到数组中。程序总共使用6个数组将大约15帧加载到一个数组中 我遇到的问题是当通过我的while循环接受输入时。循环播放其空闲动画并运行动画,但是,在接受键盘输入时(从pygame的事件列表中获取输入…) pygame.event.get()中事件的:通过pygame.KEYDOWN 有非常明显的延迟,导致无响应的动画集切换。如

在用pygame编写了一个小程序之后,我遇到了一个问题。该程序通过以下方式获取split.GIF动画并加载图像(GIF帧):

这将返回一个pygame曲面对象,然后将其附加到数组中。程序总共使用6个数组将大约15帧加载到一个数组中

我遇到的问题是当通过我的while循环接受输入时。循环播放其空闲动画并运行动画,但是,在接受键盘输入时(从pygame的事件列表中获取输入…)

pygame.event.get()中事件的
通过
pygame.KEYDOWN

有非常明显的延迟,导致无响应的动画集切换。如果我要用这种方法制作一个游戏,它必须被修复。我确信我的代码效率很低,但不创建暂停就足够了。任何帮助都会很棒

我猜呢
pygame.clock.tick()
正在创建某种类型的事件延迟,但如果事件延迟是这样的话,我不确定如何着手解决这个问题

以下是我怀疑有问题的循环:

while running == 2:
pygame.display.flip()
#mouse = pygame.mouse.get_pos()
#events = pygame.event.get()
#(pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP)
for event in pygame.event.get():
#event = pygame.event.wait()
    if event.type == pygame.QUIT:
        sys.exit(0)
    elif event.type == pygame.KEYDOWN:
        print event.key
        wait = 0
        if event.key == pygame.K_d:
            tmpcache = wr
            lastkey = "wr"
        elif event.key == pygame.K_a:
            tmpcache = wl
            lastkey = "wl"
    elif event.type == pygame.KEYUP:
        wait = 1
        if lastkey == "wr":
            tmpcache = sr
        elif lastkey == "wl":
            tmpcache = sl

if wait == 1:           
    for frame in tmpcache:
        screen.blit(test, (0,0))
        screen.blit(frame, (currentchar.posx, currentchar.posy))
        pygame.display.flip()
        clock.tick(charfps)

else:
    for frame in tmpcache:
        screen.blit(test, (0,0))
        screen.blit(frame, (currentchar.posx, currentchar.posy))
        pygame.display.flip()
        clock.tick(charfps)
此处未显示一些变量,但使用了:

charfps=30


currentchar.posx,currentchar.posy
都是元组设置在
(300240)

您的问题是在主循环内创建子循环:

while running == 2:
    pygame.display.flip()
    for event in pygame.event.get():
        ...
    for frame in tmpcache:
        screen.blit(test, (0,0))
        screen.blit(frame, (currentchar.posx, currentchar.posy))
        pygame.display.flip()
        clock.tick(charfps)
因此,如果
tmpcache
中有15个元素,则调用
clock.tick()
15次/帧,并且当代码在该子循环中运行时,不会继续事件

只需在每帧中调用
pygame.display.flip()
clock.tick(charfps)
一次就可以解决问题

下面是一个简单的示例,每秒更改动画图像三次,同时以60 FPS的速度运行:

import pygame
from collections import deque

pygame.init()
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()

# just some colored squares for our animation
def get_cache(colors):
    tmp=[]
    for c in colors:
        s = pygame.surface.Surface((50,50))
        s.fill(pygame.color.Color(c))
        tmp.append(s)
    return tmp

walk_left, walk_right = get_cache(('red', 'yellow', 'blue')), get_cache(('black', 'white', 'grey'))

rect = walk_left[0].get_rect(top=100, right=100)
cachedeque = deque(walk_left)
state = None
quit = False

# a simple variable to keep track of time
timer = 0

# a dict of {key: (animation, direction)}
moves = {pygame.K_LEFT:  (walk_left,  (-2, 0)),
         pygame.K_RIGHT: (walk_right, ( 2, 0))}

while not quit:
    quit = pygame.event.get(pygame.QUIT)
    pygame.event.poll()

    # state of the keys
    keys = pygame.key.get_pressed()

    # filter for the keys we're interessted in
    pressed = ((key, _) for (key, _) in moves.iteritems() if keys[key])
    key, (cache, dir) = next(pressed, (None, (None, None)))

    # if a key of the 'moves' dict is pressed:
    if key:
        # if we change the direction, we need another animation
        if state != key: 
            cachedeque = deque(cache)
            state = key
        # move the square                
        rect.move_ip(dir) 
    else:
        state = None

    screen.fill(pygame.color.Color('green'))

    # display first image in cachedeque    
    screen.blit(cachedeque[0], rect)

    # rotate cachedeque to the left, so the second image becomes the first
    # do this three times a second:
    if state and timer >= 1000./3:
        cachedeque.rotate(-1)
        timer = 0

    # call flip() and tick() only once per frame
    pygame.display.flip()

    # keep track of how long it took to draw this frame
    timer += clock.tick(60)

这个问题似乎离题了,因为它属于游戏开发,在游戏开发中会更好,但它仍然是关于编程的。我理解你的意思,因为每帧只更新一次显示器和时钟。然而,你给我的根本不起作用。当按下相应的键时,它只给我动画中的第二帧。我希望动画在循环中以30 fps的速度播放角色行走(总共15帧左右),这取决于是否按住关键点,而不会实际影响输入时间(在等待动画完成循环时产生延迟)。这肯定有助于我了解发生了什么,我以前从未使用过deque,我相信这将在未来的编程项目中帮助我。我用你教给我的技术更新了我的代码,现在效果很好,谢谢!
import pygame
from collections import deque

pygame.init()
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()

# just some colored squares for our animation
def get_cache(colors):
    tmp=[]
    for c in colors:
        s = pygame.surface.Surface((50,50))
        s.fill(pygame.color.Color(c))
        tmp.append(s)
    return tmp

walk_left, walk_right = get_cache(('red', 'yellow', 'blue')), get_cache(('black', 'white', 'grey'))

rect = walk_left[0].get_rect(top=100, right=100)
cachedeque = deque(walk_left)
state = None
quit = False

# a simple variable to keep track of time
timer = 0

# a dict of {key: (animation, direction)}
moves = {pygame.K_LEFT:  (walk_left,  (-2, 0)),
         pygame.K_RIGHT: (walk_right, ( 2, 0))}

while not quit:
    quit = pygame.event.get(pygame.QUIT)
    pygame.event.poll()

    # state of the keys
    keys = pygame.key.get_pressed()

    # filter for the keys we're interessted in
    pressed = ((key, _) for (key, _) in moves.iteritems() if keys[key])
    key, (cache, dir) = next(pressed, (None, (None, None)))

    # if a key of the 'moves' dict is pressed:
    if key:
        # if we change the direction, we need another animation
        if state != key: 
            cachedeque = deque(cache)
            state = key
        # move the square                
        rect.move_ip(dir) 
    else:
        state = None

    screen.fill(pygame.color.Color('green'))

    # display first image in cachedeque    
    screen.blit(cachedeque[0], rect)

    # rotate cachedeque to the left, so the second image becomes the first
    # do this three times a second:
    if state and timer >= 1000./3:
        cachedeque.rotate(-1)
        timer = 0

    # call flip() and tick() only once per frame
    pygame.display.flip()

    # keep track of how long it took to draw this frame
    timer += clock.tick(60)