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Python 等待而不冻结一切_Python_Pygame - Fatal编程技术网

Python 等待而不冻结一切

Python 等待而不冻结一切,python,pygame,Python,Pygame,我正试图写一份胜利宣言。我希望屏幕快速闪烁蓝色和黄色,但在满足胜利要求时不要太快,现在是左键单击。问题是,我无法找到一种方法来实现这一点,而不根据运行该程序的计算机进行游戏更改。我试着让它重新运行颜色几次,这样颜色在改变之前会持续更长时间,但是在更快或更慢的系统上,这种效果很可能会有所不同 if V == 2: if Blue == 1: D.fill(BLUE) Blue = 2 elif Blue == 2: D.fill(BL

我正试图写一份胜利宣言。我希望屏幕快速闪烁蓝色和黄色,但在满足胜利要求时不要太快,现在是左键单击。问题是,我无法找到一种方法来实现这一点,而不根据运行该程序的计算机进行游戏更改。我试着让它重新运行颜色几次,这样颜色在改变之前会持续更长时间,但是在更快或更慢的系统上,这种效果很可能会有所不同

if V == 2:
    if Blue == 1:
        D.fill(BLUE)
        Blue = 2
    elif Blue == 2:
        D.fill(BLUE)
        Blue = 3
    elif Blue == 3:
        D.fill(BLUE)
        Blue = 4
    elif Blue == 4:
        D.fill(BLUE)
        Blue = 5
    elif Blue == 5:
        D.fill(YELLOW)
        Blue = 6
    elif Blue == 6:
        D.fill(YELLOW)
        Blue = 7
    elif Blue == 7:
        D.fill(YELLOW)
        Blue = 8
    elif Blue == 8:
        D.fill(YELLOW)
        Blue = 1
这只是在更改颜色之前重新运行颜色四次,这并不理想。我曾尝试使用等待函数,但这会在这段时间内冻结整个程序,这会使所有其他事情明显感觉没有响应。有没有一种方法可以让它不重复这个想法,也不冻结整个程序多长时间?谢谢

在使用了你们给出的其中一个答案后,我成功地让它发挥了某种作用。现在的问题是,每当我使用任何形式的输入,例如箭头键,闪烁就会停止。理想情况下,闪烁将不会停止,直到V=0时,这将是游戏复位

if V == 2:
    if event.type == event_500ms:
        if Blue == 1:
            D.fill(BLUE)
            Blue = 2
        elif Blue == 2:
            D.fill(YELLOW)
            Blue = 1
这是前面显示的代码的新版本。如果有关系,这里是整个循环

    if event.type == pygame.QUIT:
        pygame.quit()
        sys.exit()

    elif event.type == pygame.KEYDOWN:
        if event.key == pygame.K_LEFT:
            x_speed =- 3
            x2_speed = 3
            y3_speed =- 3
            y4_speed = 3
        elif event.key == pygame.K_RIGHT:
            x_speed = 3
            x2_speed =- 3
            y3_speed = 3
            y4_speed =- 3
        elif event.key == pygame.K_UP:
            y_speed =- 3
            y2_speed = 3
            x3_speed =- 3
            x4_speed = 3
        elif event.key == pygame.K_DOWN:
            y_speed = 3
            y2_speed =- 3
            x3_speed = 3
            x4_speed =- 3
        elif event.key == pygame.K_TAB:
            GMT += 1
            CIP = 2
            if GMT % 2:
                GM = 2
            else:
                GM = 1

    if event.type == pygame.KEYUP:
        if event.key == pygame.K_LEFT:
            x_speed=0
            x2_speed=0
            y3_speed=0
            y4_speed=0
        elif event.key == pygame.K_RIGHT:
            x_speed=0
            x2_speed=0
            y3_speed=0
            y4_speed=0
        elif event.key == pygame.K_UP:
            y_speed=0
            y2_speed=0
            x3_speed=0
            x4_speed=0
        elif event.key == pygame.K_DOWN:
            y_speed=0
            y2_speed=0
            x3_speed=0
            x4_speed=0

    elif event.type == MOUSEBUTTONDOWN:
        x_coord = 300
        y_coord = 300
        x2_coord = 300
        y2_coord = 300
        x3_coord = 300
        y3_coord = 300
        x4_coord = 300
        y4_coord = 300
        X5_coord = 30
        Y5_coord = 10
        direction = 'right'
        D.fill(BLACK)
        G = random.randrange(1, 10)
        CO = 2
        V = 2

    elif event.type == MOUSEBUTTONUP:
        X5_coord = 30
        Y5_coord = 10
        direction = 'right'

    if direction == 'right':
        X5_coord += 10
        if X5_coord == 670:
            direction = 'down'
    elif direction == 'down':
        Y5_coord += 10
        if Y5_coord == 460:
            direction = 'left'
    elif direction == 'left':
        X5_coord -= 10
        if X5_coord == 10:
            direction = 'up'
    elif direction == 'up':
        Y5_coord -= 10
        if Y5_coord == 10:
            direction = 'right'





x_coord = x_coord + x_speed
y_coord = y_coord + y_speed

x2_coord = x2_coord + x2_speed
y2_coord = y2_coord + y2_speed

x3_coord = x3_coord + x3_speed
y3_coord = y3_coord + y3_speed

x4_coord = x4_coord + x4_speed
y4_coord = y4_coord + y4_speed

if GM == 2 and CIP == 2:
    D.fill(BLACK)
    CIP = 1

if GM == 1:
    D.fill(MEXON)

if G >= 6:
    B(L6, (80, 150))

if G == 1 and CO == 2:
    x_coord = 366
    y_coord = 201

    x2_coord = 234
    y2_coord = 399

    x3_coord = 201
    y3_coord = 366

    x4_coord = 399
    y4_coord = 234

    CO = 1

elif G == 2 and CO == 2:
    x_coord = 240
    y_coord = 312

    x2_coord = 360
    y2_coord = 288

    x3_coord = 312
    y3_coord = 240

    x4_coord = 288
    y4_coord = 360

    CO = 1

elif G == 3 and CO == 2:
    x_coord = 405
    y_coord = 228

    x2_coord = 195
    y2_coord = 372

    x3_coord = 228
    y3_coord = 405

    x4_coord = 372
    y4_coord = 195

    CO = 1

elif G == 4 and CO == 2:
    x_coord = 179
    y_coord = 309

    x2_coord = 421
    y2_coord = 291

    x3_coord = 309
    y3_coord = 179

    x4_coord = 291
    y4_coord = 421

    CO = 1

elif G == 5 and CO == 2:
    x_coord = 315
    y_coord = 450

    x2_coord = 285
    y2_coord = 150

    x3_coord = 450
    y3_coord = 315

    x4_coord = 150
    y4_coord = 285

    CO = 1

elif G == 6 and CO == 2:
    x_coord = 180
    y_coord = 390

    x2_coord = 420
    y2_coord = 210

    x3_coord = 390
    y3_coord = 180

    x4_coord = 210
    y4_coord = 420

    CO = 1

elif G == 7 and CO == 2:
    x_coord = 267
    y_coord = 204

    x2_coord = 333
    y2_coord = 396

    x3_coord = 204
    y3_coord = 267

    x4_coord = 396
    y4_coord = 333

    CO = 1

elif G == 8 and CO == 2:
    x_coord = 363
    y_coord = 390

    x2_coord = 237
    y2_coord = 210

    x3_coord = 390
    y3_coord = 363

    x4_coord = 210
    y4_coord = 237

    CO = 1

elif G == 9 and CO == 2:
    x_coord = 234
    y_coord = 273

    x2_coord = 366
    y2_coord = 327

    x3_coord = 273
    y3_coord = 234

    x4_coord = 327
    y4_coord = 366

    CO = 1

elif G == 10 and CO == 2:
    x_coord = 102
    y_coord = 267

    x2_coord = 498
    y2_coord = 333

    x3_coord = 267
    y3_coord = 102

    x4_coord = 333
    y4_coord = 498

    CO = 1

if V == 2:
    if event.type == event_500ms:
        if Blue == 1:
            D.fill(BLUE)
            Blue = 2
        elif Blue == 2:
            D.fill(YELLOW)
            Blue = 1



B(L1, (47, 45))
B(L2, (47, 60))
B(L2C, (65, 75))
B(L3, (47, 90))
B(L4, (47, 105))
B(L5, (47, 120))

L(D, PINDLER, (40, 5), (695, 5), 10)
L(D, PINDLER, (3, 42), (3, 495), 10)
L(D, PINDLER, (3, 495), (695, 495), 10)
L(D, PINDLER, (695, 495), (695, 5), 10)

L(D, PINDLER, (3, 41), (658, 42), 10)
L(D, PINDLER, (40, 5), (40, 458), 10)
L(D, PINDLER, (40, 458), (658, 458), 10)
L(D, PINDLER, (658, 458), (658, 42), 10)

FINISH(D, Fx, Fy)

MOLINE1(D, x_coord, y_coord)

MOLINE2(D, x2_coord, y2_coord)

MOLINE3(D, x3_coord, y3_coord)

MOLINE4(D, x4_coord, y4_coord)

MOLINE5(D, X5_coord, Y5_coord)


pygame.draw.line(D, PINDLER, (303, 302), (307, 306), 1)
pygame.draw.line(D, PINDLER, (307, 302), (303, 306), 1)






pygame.display.flip()

clock.tick(60)
我会显示所有的代码,但它不想适当地缩进,以便站点将其识别为代码。有一次,我在所有500行中手动放置了四个空格。一点也不好玩

如需了解更多信息,我已冒昧提供所有代码。希望这有帮助。谢谢

import pygame, sys, random
from pygame.locals import *

pygame.init()

BLACK =          (  0,   0,   0)
ABINO =          ( 34,  45, 102)
PINDLER =        (255, 123,  90)
MEXON =          (200, 190, 220)
WHITE =          (255, 255, 255)
YELLOW =         (255, 255,   0)
RED =            (255,   0,   0)
BLUE =           (  0,   0, 255)

size = [700, 500]
D = pygame.display.set_mode(size)
L = pygame.draw.aaline
R = pygame.draw.rect
G = random.randrange(1, 10)
GM = 1
GMT = 2
CIP = 1
CO = 2
V = 0
Blue = 1
event_500ms = pygame.USEREVENT + 1
pygame.time.set_timer(event_500ms, 500)

pygame.display.set_caption("Moline")
myfont = pygame.font.SysFont("monospace", 15)
T = myfont.render
M1S = "RULES:"
M2S = "1. To start, press each arrow key in a random sequence"
M2F = " for roughly one second."
M3S = "2. To win, re-merge the four men on the crossmark."
M4S = "3. Complete before the running man completes a lap."
M5S = "4. Mouse movement is illegal and causes a severe time penalty."
L1 = T(M1S, 1, (255, 255, 0))
L2 = T(M2S, 1, (255, 255, 0))
L2C = T(M2F, 1, (255, 255, 0))
L3 = T(M3S, 1, (255, 255, 0))
L4 = T(M4S, 1, (255, 255, 0))
L5 = T(M5S, 1, (255, 255, 0))
B = D.blit
Fx = 10
Fy = 10
L6 = T("cheeeeeeeeese", 1, (255, 255, 0))

def MOLINE1(D, x, y):
    pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)

    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)

def MOLINE2(D, x, y):
    pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)

    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)

def MOLINE3(D, x, y):
    pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)

    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)

def MOLINE4(D, x, y):
    pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)

    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)

def MOLINE5(D, x, y):
    pygame.draw.ellipse(D, BLACK, [1 + x, y, 10, 10], 0)

    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
    pygame.draw.line(D, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 17 + y], [5 + x, 7 + y], 2)

    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [9 + x, 17 + y], 2)
    pygame.draw.line(D, PINDLER, [5 + x, 7 + y], [1 + x, 17 + y], 2)

def FINISH(D, x, y):
    R(D, BLACK, ( 4, 42, 6, 6))
    R(D, WHITE, (10, 42, 6, 6))
    R(D, BLACK, (16, 42, 6, 6))
    R(D, WHITE, (22, 42, 6, 6))
    R(D, BLACK, (28, 42, 6, 6))
    R(D, WHITE, (34, 42, 6, 6))

    R(D, WHITE, ( 4, 48, 6, 6))
    R(D, BLACK, (10, 48, 6, 6))
    R(D, WHITE, (16, 48, 6, 6))
    R(D, BLACK, (22, 48, 6, 6))
    R(D, WHITE, (28, 48, 6, 6))
    R(D, BLACK, (34, 48, 6, 6))

    R(D, BLACK, ( 4, 54, 6, 6))
    R(D, WHITE, (10, 54, 6, 6))
    R(D, BLACK, (16, 54, 6, 6))
    R(D, WHITE, (22, 54, 6, 6))
    R(D, BLACK, (28, 54, 6, 6))
    R(D, WHITE, (34, 54, 6, 6))

x_speed = 0
y_speed = 0

x2_speed = 0
y2_speed = 0

x3_speed = 0
y3_speed = 0

x4_speed = 0
y4_speed = 0

x_coord = 300
y_coord = 300

x2_coord = 300
y2_coord = 300

x3_coord = 300
y3_coord = 300

x4_coord = 300
y4_coord = 300

X5_coord = 30
Y5_coord = 10

direction = 'right'

clock = pygame.time.Clock()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                x_speed =- 3
                x2_speed = 3
                y3_speed =- 3
                y4_speed = 3
            elif event.key == pygame.K_RIGHT:
                x_speed = 3
                x2_speed =- 3
                y3_speed = 3
                y4_speed =- 3
            elif event.key == pygame.K_UP:
                y_speed =- 3
                y2_speed = 3
                x3_speed =- 3
                x4_speed = 3
            elif event.key == pygame.K_DOWN:
                y_speed = 3
                y2_speed =- 3
                x3_speed = 3
                x4_speed =- 3
            elif event.key == pygame.K_TAB:
                GMT += 1
                CIP = 2
                if GMT % 2:
                    GM = 2
                else:
                    GM = 1

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                x_speed=0
                x2_speed=0
                y3_speed=0
                y4_speed=0
            elif event.key == pygame.K_RIGHT:
                x_speed=0
                x2_speed=0
                y3_speed=0
                y4_speed=0
            elif event.key == pygame.K_UP:
                y_speed=0
                y2_speed=0
                x3_speed=0
                x4_speed=0
            elif event.key == pygame.K_DOWN:
                y_speed=0
                y2_speed=0
                x3_speed=0
                x4_speed=0

        elif event.type == MOUSEBUTTONDOWN:
            x_coord = 300
            y_coord = 300
            x2_coord = 300
            y2_coord = 300
            x3_coord = 300
            y3_coord = 300
            x4_coord = 300
            y4_coord = 300
            X5_coord = 30
            Y5_coord = 10
            direction = 'right'
            D.fill(BLACK)
            G = random.randrange(1, 10)
            CO = 2
            V = 2

        elif event.type == MOUSEBUTTONUP:
            X5_coord = 30
            Y5_coord = 10
            direction = 'right'

        if direction == 'right':
            X5_coord += 10
            if X5_coord == 670:
                direction = 'down'
        elif direction == 'down':
            Y5_coord += 10
            if Y5_coord == 460:
                direction = 'left'
        elif direction == 'left':
            X5_coord -= 10
            if X5_coord == 10:
                direction = 'up'
        elif direction == 'up':
            Y5_coord -= 10
            if Y5_coord == 10:
                direction = 'right'





    x_coord = x_coord + x_speed
    y_coord = y_coord + y_speed

    x2_coord = x2_coord + x2_speed
    y2_coord = y2_coord + y2_speed

    x3_coord = x3_coord + x3_speed
    y3_coord = y3_coord + y3_speed

    x4_coord = x4_coord + x4_speed
    y4_coord = y4_coord + y4_speed

    if GM == 2 and CIP == 2:
        D.fill(BLACK)
        CIP = 1

    if GM == 1:
        D.fill(MEXON)

    if G >= 6:
        B(L6, (80, 150))

    if G == 1 and CO == 2:
        x_coord = 366
        y_coord = 201

        x2_coord = 234
        y2_coord = 399

        x3_coord = 201
        y3_coord = 366

        x4_coord = 399
        y4_coord = 234

        CO = 1

    elif G == 2 and CO == 2:
        x_coord = 240
        y_coord = 312

        x2_coord = 360
        y2_coord = 288

        x3_coord = 312
        y3_coord = 240

        x4_coord = 288
        y4_coord = 360

        CO = 1

    elif G == 3 and CO == 2:
        x_coord = 405
        y_coord = 228

        x2_coord = 195
        y2_coord = 372

        x3_coord = 228
        y3_coord = 405

        x4_coord = 372
        y4_coord = 195

        CO = 1

    elif G == 4 and CO == 2:
        x_coord = 179
        y_coord = 309

        x2_coord = 421
        y2_coord = 291

        x3_coord = 309
        y3_coord = 179

        x4_coord = 291
        y4_coord = 421

        CO = 1

    elif G == 5 and CO == 2:
        x_coord = 315
        y_coord = 450

        x2_coord = 285
        y2_coord = 150

        x3_coord = 450
        y3_coord = 315

        x4_coord = 150
        y4_coord = 285

        CO = 1

    elif G == 6 and CO == 2:
        x_coord = 180
        y_coord = 390

        x2_coord = 420
        y2_coord = 210

        x3_coord = 390
        y3_coord = 180

        x4_coord = 210
        y4_coord = 420

        CO = 1

    elif G == 7 and CO == 2:
        x_coord = 267
        y_coord = 204

        x2_coord = 333
        y2_coord = 396

        x3_coord = 204
        y3_coord = 267

        x4_coord = 396
        y4_coord = 333

        CO = 1

    elif G == 8 and CO == 2:
        x_coord = 363
        y_coord = 390

        x2_coord = 237
        y2_coord = 210

        x3_coord = 390
        y3_coord = 363

        x4_coord = 210
        y4_coord = 237

        CO = 1

    elif G == 9 and CO == 2:
        x_coord = 234
        y_coord = 273

        x2_coord = 366
        y2_coord = 327

        x3_coord = 273
        y3_coord = 234

        x4_coord = 327
        y4_coord = 366

        CO = 1

    elif G == 10 and CO == 2:
        x_coord = 102
        y_coord = 267

        x2_coord = 498
        y2_coord = 333

        x3_coord = 267
        y3_coord = 102

        x4_coord = 333
        y4_coord = 498

        CO = 1

    if V == 2:
        if event.type == event_500ms:
            if Blue == 1:
                D.fill(BLUE)
                Blue = 2
            elif Blue == 2:
                D.fill(YELLOW)
                Blue = 1



    B(L1, (47, 45))
    B(L2, (47, 60))
    B(L2C, (65, 75))
    B(L3, (47, 90))
    B(L4, (47, 105))
    B(L5, (47, 120))

    L(D, PINDLER, (40, 5), (695, 5), 10)
    L(D, PINDLER, (3, 42), (3, 495), 10)
    L(D, PINDLER, (3, 495), (695, 495), 10)
    L(D, PINDLER, (695, 495), (695, 5), 10)

    L(D, PINDLER, (3, 41), (658, 42), 10)
    L(D, PINDLER, (40, 5), (40, 458), 10)
    L(D, PINDLER, (40, 458), (658, 458), 10)
    L(D, PINDLER, (658, 458), (658, 42), 10)

    FINISH(D, Fx, Fy)

    MOLINE1(D, x_coord, y_coord)

    MOLINE2(D, x2_coord, y2_coord)

    MOLINE3(D, x3_coord, y3_coord)

    MOLINE4(D, x4_coord, y4_coord)

    MOLINE5(D, X5_coord, Y5_coord)


    pygame.draw.line(D, PINDLER, (303, 302), (307, 306), 1)
    pygame.draw.line(D, PINDLER, (307, 302), (303, 306), 1)






    pygame.display.flip()

    clock.tick(60)

pygame.quit()
认识到,这不是一个成品,因此在某些方面可能看起来很尴尬,因为这个程序已经发展了很多。因此可能会有一些未使用的全局字符或一些不准确的文本。

也许您可以尝试:

import time
time.sleep(5)

问题是,当您使用PyGame
time
模块的或函数时,无法获取游戏暂停时间内的任何事件

为避免此问题,您可以创建自己的事件,该事件每隔给定的毫秒数出现在事件队列上。您可以使用创建事件:

import pygame    
pygame.init()

#color tupels
BLUE = (55,155,255)
YELLOW = (255,255,0)


#create a new event id called event_500ms
event_500ms = pygame.USEREVENT + 1

#set timer event to appear on the event queue every 500 milliseconds
pygame.time.set_timer(event_500ms, 500)

screen = pygame.display.set_mode((800,800))

#global variable V for state-machine
V = 0

while True:
    #get events from the event queue
    for ev in pygame.event.get():
        if ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
                pygame.quit()
                exit()
        #left (ev.button == 3) mousbutton down -> set variable V = 1
        if ev.type == pygame.MOUSEBUTTONDOWN and ev.button == 3:
            V = 1

        #check for the event_500ms event    
        if ev.type == event_500ms:
            if V == 1:
                screen.fill(BLUE)
                V = 2
            elif V == 2:
                screen.fill(YELLOW)
                V = 0

            pygame.display.flip() #update whole screen
在这段代码中,我们使用了一种所谓的具有3个不同阶段的方法:

  • 设置
    V=1
    ,如果是
    pygame.MOUSEBUTTONDOWN
    事件指控,(下一个状态:2)
  • 如果变量
    V
    等于
    1
    ,则填充
    屏幕
    蓝色并递增
    V
    。(下一个国家:3)
  • 如果变量
    V
    等于
    2
    ,则将
    屏幕填充为黄色,其余
    V
    填充为
    0
    。(下一个国家:1)

  • 我希望这能有所帮助:)

    有两种解决方法可以解决您的问题,这两种方法都代表了您尝试过的两种方法:要么等待特定的时间等待下一次滴答声,要么每次滴答声都做些什么,但问题是滴答声取决于计算机的速度(以及其他因素,如后台运行的程序)。(我用勾号表示通过主循环的每一次运行,您可能会使用它。)

    现在你说“好吧,我想每四分之一秒改变一次背景”,问题是这可能是每毫秒,或每秒钟或任何时候。因此,我们不需要依赖于发生的滴答声的数量,而需要依赖于时间的数量。我们可以使用来获取当前时间。这给了我们:

    #Initialize old_time somewhere
    new_time = time.perf_counter()
    if new_time - old_time > 0.05:
        change_background()
        old_time = new_time
    
    通常情况下,你不想对每一件依赖时间的事情都这样做。相反,作为while循环中的第一件事,计算delta时间,通常称为
    dt

    while True:
        dt = time.perf_counter() - old_time
        old_time = time.perf_counter()
        change_background(dt)
    
    然后按照我们之前处理的方法处理
    dt

    def change_background(dt):
        cumulative_time += dt
        if cumulative_time > 0.05:
            #do things
            cumulative_time = 0
    
    另一种方法是使用某种
    睡眠
    。正如您已经看到的,这将冻结整个线程,但是您可以创建多个线程(当然,您不需要使用线程,您可以使用进程或greenlet或其他所有奇特的多处理功能)。整个过程有点复杂,所以我在这里不详细介绍,但一般来说,使用不同的线程进行输入和处理是个好主意。相对较新的模块正是处理这类问题。也有不同的解决方案,如或。一开始异步操作可能会让人困惑,第一个解决方案可能会让您走得更远

    编辑:
    我的答案与pygame无关,在另一个答案中使用的事件在后台为您执行此操作。理解这个增量时间概念并将其应用于物理计算中仍然是一个好主意。通常,依赖滴答声(而不是时间)是一个坏主意,会给你带来意想不到的行为。据说最初的太空入侵者确实依靠蜱虫进行物理和图形计算。因此,每当你射杀足够多的敌人时,它就会加速。这是一个意料之外的结果(然后保留下来,因为这是一个增加难度的好方法)。仿真器也面临同样的问题:由于现代计算机具有更高的处理能力,通常旧游戏(依赖于滴答声而非时间)运行速度会非常快。模拟器必须考虑到这一点,并“降低处理速度”。

    您可能会在这里找到一个可行的解决方案:使用线程完成此任务。使用sleep()在不同的线程中进行颜色更改嘿,可能问题是您的
    if V==2:if event.type==event\u 500ms:…
    语句不在事件循环中*(
    对于pygame.event.get()中的事件:
    )。但也不是很清楚,因为你在帖子中删掉了这一部分。请向我们展示整个主游戏循环的第一行…:)遗憾的是,更改缩进会破坏我迄今为止取得的进展。它似乎应该被放在循环中。尽管如此,我还是冒昧地将整个程序添加到我的帖子中。谢谢你的帮助。@YUI:正如我在上一篇评论中提到的,我认为新的
    if
    -变色语句应该是insi