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Python 图片不更新游戏_Python_Pygame - Fatal编程技术网

Python 图片不更新游戏

Python 图片不更新游戏,python,pygame,Python,Pygame,我正在尝试更新箭头键,使其看起来像被按下一样。然而,它们似乎不会在单击时更新,相反,屏幕会闪烁,但实际上没有任何变化。我对使用Pygame用python编程比较陌生,不知道如何解决这个问题。 这是我用来检查是否单击的函数: import pygame class Button(): def __init__(self, x, y, xSize, ySize): self.x = x self.y = y self.xSize = xSiz

我正在尝试更新箭头键,使其看起来像被按下一样。然而,它们似乎不会在单击时更新,相反,屏幕会闪烁,但实际上没有任何变化。我对使用Pygame用python编程比较陌生,不知道如何解决这个问题。 这是我用来检查是否单击的函数:

import pygame

class Button():
    def __init__(self, x, y, xSize, ySize):
        self.x = x
        self.y = y
        self.xSize = xSize
        self.ySize = ySize

    def checkClicked(self):
        if pygame.mouse.get_pressed()[0]:
            x, y = pygame.mouse.get_pos()
            if y > self.y and y < self.y + self.ySize and x > self.x and x < 
self.x + self.xSize:
                print('Clicked')
                return True
        return False
这是根据用户按键输入或按下屏幕上的按钮移动的对象:

class Player(object):
    def __init__(self, x, y, filename, width, height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.image = pygame.transform.scale(pygame.image.load(filename), 
(self.width, self.height))
这是一个事件,用于检查用户是否已单击它们或按下箭头键以触发图像更改:

    def moveEvent(self, event):
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:
                if leftObject.checkClicked():
                    leftArrow = 
pygame.transform.scale(pygame.image.load('leftarrowdown.png'), (68, 78))
                    pygame.display.update()
                    self.x -= 25

                if rightObject.checkClicked():
                    rightArrow = 
pygame.transform.scale(pygame.image.load('rightarrowdown.png'), (70, 81))
                    pygame.display.update()
                    self.x += 25

                if upObject.checkClicked():
                    upArrow = 
pygame.transform.scale(pygame.image.load('uparrowdown.png'), (70, 80))
                    pygame.display.update()
                    self.y -= 25

                if downObject.checkClicked():
                    downArrow = 
pygame.transform.scale(pygame.image.load('downarrowdown.png'), (70, 82))
                    pygame.display.update()
                    self.y += 25

        elif event.type == pygame.MOUSEBUTTONUP:
            if event.button == 1:
                # Left
                leftArrow = 
pygame.transform.scale(pygame.image.load('leftarrow.png'), (68, 78))
                pygame.display.update()
                # Right
                rightArrow = 
pygame.transform.scale(pygame.image.load('rightarrow.png'), (70, 81))
                pygame.display.update()
                # Up
                upArrow = 
pygame.transform.scale(pygame.image.load('uparrow.png'), (70, 80))
                pygame.display.update()
                # Down
                downArrow = 
pygame.transform.scale(pygame.image.load('downarrow.png'), (70, 82))
                pygame.display.update()

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
            leftArrow = 
pygame.transform.scale(pygame.image.load('leftarrowdown.png'), (68, 78))
                self.x -= 25

            if event.key == pygame.K_RIGHT:
                rightArrow = 
pygame.transform.scale(pygame.image.load('rightarrowdown.png'), (70, 81))
                self.x += 25

            if event.key == pygame.K_UP:
                upArrow = 
pygame.transform.scale(pygame.image.load('uparrowdown.png'), (70, 80))
                self.y -= 25

            if event.key == pygame.K_DOWN:
                downArrow = 
pygame.transform.scale(pygame.image.load('downarrowdown.png'), (70, 82))
                self.y += 25

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                leftArrow = 
pygame.transform.scale(pygame.image.load('leftarrow.png'), (68, 78))
                pygame.display.update()

            if event.key == pygame.K_RIGHT:
                rightArrow = 
pygame.transform.scale(pygame.image.load('rightarrow.png'), (70, 81))
                pygame.display.update()

            if event.key == pygame.K_UP:
                upArrow = 
pygame.transform.scale(pygame.image.load('uparrow.png'), (70, 80))
                pygame.display.update()

            if event.key == pygame.K_DOWN:
                downArrow = 
pygame.transform.scale(pygame.image.load('downarrow.png'), (70, 82))
                pygame.display.update()

    def draw(self, screen):
        screen.blit(self.image, (self.x, self.y))
图像最初会在游戏本身的“游戏/跑步”部分中显示在屏幕上:

class Game(object):
    def __init__(self):
        self.screensize = [1000, 1000]
        self.white = [255, 255, 255]
        self.black = [0, 0, 0]
        self.screen = pygame.display.set_mode(self.screensize)
        #self.bunny = pygame.transform.scale(pygame.image.load('bunny.png'), 
(150, 200))
        self.clock = pygame.time.Clock()
        self.player = Player(50, 350, 'bunny.png', 150, 200)

    def Run(self):
        run = True
        while run:
            self.clock.tick(60)
            self.screen.fill(self.white)

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False
                    pygame.quit()
                    exit()
                elif event.type == pygame.K_ESCAPE:
                    run = False
                    pygame.quit()
                    exit()
                # - Objects Event Handle - 
                self.player.moveEvent(event)

            # - Draws - 
            self.player.draw(self.screen)
            self.screen.blit(leftArrow, (765, 800))
            self.screen.blit(rightArrow, (910, 800))
            self.screen.blit(upArrow, (835, 725))
            self.screen.blit(downArrow, (835, 800))
            pygame.display.flip()


game = Game()
game.Run()
任何帮助或方法/建议,以简化这将不胜感激

station

在方法
moveEvent
的范围内设置局部变量
leftArrow

使用该语句将变量解释为全局变量

进一步注意,所有

moveEvent
中的语句是多余的,同时更新会导致闪烁。
主循环末尾的单个
pygame.display.flip()
语句就足够了。从方法
moveEvent
中删除所有调用的
pygame.display.update()

e、 g

def moveEvent(self,event):
全局左箭头、右箭头、向上箭头、向下箭头#
class Game(object):
    def __init__(self):
        self.screensize = [1000, 1000]
        self.white = [255, 255, 255]
        self.black = [0, 0, 0]
        self.screen = pygame.display.set_mode(self.screensize)
        #self.bunny = pygame.transform.scale(pygame.image.load('bunny.png'), 
(150, 200))
        self.clock = pygame.time.Clock()
        self.player = Player(50, 350, 'bunny.png', 150, 200)

    def Run(self):
        run = True
        while run:
            self.clock.tick(60)
            self.screen.fill(self.white)

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False
                    pygame.quit()
                    exit()
                elif event.type == pygame.K_ESCAPE:
                    run = False
                    pygame.quit()
                    exit()
                # - Objects Event Handle - 
                self.player.moveEvent(event)

            # - Draws - 
            self.player.draw(self.screen)
            self.screen.blit(leftArrow, (765, 800))
            self.screen.blit(rightArrow, (910, 800))
            self.screen.blit(upArrow, (835, 725))
            self.screen.blit(downArrow, (835, 800))
            pygame.display.flip()


game = Game()
game.Run()
leftArrow = pygame.transform.scale(pygame.image.load('leftarrowdown.png'), (68, 78))
pygame.display.update()