Python 如何在一个时间限制后产生一个精灵,以及如何在游戏中显示一个计时器

Python 如何在一个时间限制后产生一个精灵,以及如何在游戏中显示一个计时器,python,pygame,Python,Pygame,我想在一段时间过去后,或者已经产生了x个怪物,我怎么能在屏幕上显示计时器,然后再产生一个“老板”精灵 给老板上课 class Boss(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.transform.scale(boss_img, (150, 200)) self.image.set_colorkey(Black)

我想在一段时间过去后,或者已经产生了x个怪物,我怎么能在屏幕上显示计时器,然后再产生一个“老板”精灵

给老板上课

class Boss(pygame.sprite.Sprite):
def __init__(self):
    pygame.sprite.Sprite.__init__(self)
    self.image = pygame.transform.scale(boss_img, (150, 200))
    self.image.set_colorkey(Black)
    self.rect = self.image.get_rect()
    self.rect.center = ((Width / 2, -70))
    self.speedy = 1
    self.shoot_delay = 250
    self.last_shot = pygame.time.get_ticks()
    self.hp = 150
    self.dead = False

def update(self):
    if self.hp <= 25:
        self.speedy = 3
    if self.rect.top > Height + 10:
        player.lives = 0
class Boss(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=pygame.transform.scale(boss_img,(150200))
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
self.rect.center=((宽度/2,-70))
self.speeded=1
自拍照延迟=250
self.last\u shot=pygame.time.get\u ticks()
self.hp=150
self.dead=False
def更新(自我):
如果self.hp高度+10:
player.lifes=0

在pygame中有几种实现计时器的方法。您可以使用
pygame.Clock.tick
返回的时间来增加或减少计时器变量,使用
pygame.time.get_ticks
计算时差,或者将自定义事件与
pygame.time.set_timer
结合使用

示例1-增量时间:

import sys
import random
import pygame as pg


class Block(pg.sprite.Sprite):

    def __init__(self, pos):
        super().__init__()
        self.image = pg.Surface((40, 40))
        self.image.fill(pg.Color('sienna1'))
        self.rect = self.image.get_rect(topleft=pos)


def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    font = pg.font.Font(None, 30)
    all_sprites = pg.sprite.Group()
    # Delta time is the time that has passed since clock.tick
    # was called the last time.
    dt = 0
    # We'll subtract dt (delta time) from this timer variable.
    timer = 1  # 1 means one second.

    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True

        # Decrease timer to get a countdown.
        timer -= dt
        # When the timer is below or equal to 0, we spawn
        # a new block.
        if timer <= 0:
            all_sprites.add(Block((random.randrange(600),
                                  random.randrange(440))))
            # Reset the countdown timer to one second.
            timer = 1
        all_sprites.update()
        screen.fill(pg.Color('gray15'))
        all_sprites.draw(screen)
        timer_surface = font.render(
            str(round(timer, 3)), True, pg.Color('yellow'))
        screen.blit(timer_surface, (20, 20))

        pg.display.flip()
        # dt = time in seconds that passed since last tick.
        # Divide by 1000 to convert milliseconds to seconds.
        dt = clock.tick(30) / 1000


if __name__ == '__main__':
    pg.init()
    main()
    pg.quit()
    sys.exit()
或者在繁殖后将计时器设置为0,只有在
!=0

if timer != 0:
    timer -= dt
    if timer <= 0:
        all_sprites.add(Block((random.randrange(600),
                               random.randrange(440))))
        timer = 0
如果你只想计算杀死或繁殖的怪物的数量,你可以增加一个计数器变量,然后当它超过某个限制时繁殖敌人boss。下面的示例仅计算鼠标单击次数,并在单击3次后生成一个块

def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    font = pg.font.Font(None, 30)
    all_sprites = pg.sprite.Group()
    # We'll just count mouse clicks in this example.
    # You can replace it with the kill count in your game.
    clicks = 0
    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            if event.type == pg.MOUSEBUTTONDOWN:
                clicks += 1

        if clicks >= 3:
            all_sprites.add(Block((random.randrange(600),
                                   random.randrange(440))))
            clicks = 0
        all_sprites.update()
        screen.fill(pg.Color('gray15'))
        all_sprites.draw(screen)
        clicks_surface = font.render(str(clicks), True, pg.Color('yellow'))
        screen.blit(clicks_surface, (20, 20))

        pg.display.flip()
        clock.tick(30)

在pygame中有几种实现计时器的方法。您可以使用
pygame.Clock.tick
返回的时间来增加或减少计时器变量,使用
pygame.time.get_ticks
计算时差,或者将自定义事件与
pygame.time.set_timer
结合使用

示例1-增量时间:

import sys
import random
import pygame as pg


class Block(pg.sprite.Sprite):

    def __init__(self, pos):
        super().__init__()
        self.image = pg.Surface((40, 40))
        self.image.fill(pg.Color('sienna1'))
        self.rect = self.image.get_rect(topleft=pos)


def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    font = pg.font.Font(None, 30)
    all_sprites = pg.sprite.Group()
    # Delta time is the time that has passed since clock.tick
    # was called the last time.
    dt = 0
    # We'll subtract dt (delta time) from this timer variable.
    timer = 1  # 1 means one second.

    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True

        # Decrease timer to get a countdown.
        timer -= dt
        # When the timer is below or equal to 0, we spawn
        # a new block.
        if timer <= 0:
            all_sprites.add(Block((random.randrange(600),
                                  random.randrange(440))))
            # Reset the countdown timer to one second.
            timer = 1
        all_sprites.update()
        screen.fill(pg.Color('gray15'))
        all_sprites.draw(screen)
        timer_surface = font.render(
            str(round(timer, 3)), True, pg.Color('yellow'))
        screen.blit(timer_surface, (20, 20))

        pg.display.flip()
        # dt = time in seconds that passed since last tick.
        # Divide by 1000 to convert milliseconds to seconds.
        dt = clock.tick(30) / 1000


if __name__ == '__main__':
    pg.init()
    main()
    pg.quit()
    sys.exit()
或者在繁殖后将计时器设置为0,只有在
!=0

if timer != 0:
    timer -= dt
    if timer <= 0:
        all_sprites.add(Block((random.randrange(600),
                               random.randrange(440))))
        timer = 0
如果你只想计算杀死或繁殖的怪物的数量,你可以增加一个计数器变量,然后当它超过某个限制时繁殖敌人boss。下面的示例仅计算鼠标单击次数,并在单击3次后生成一个块

def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    font = pg.font.Font(None, 30)
    all_sprites = pg.sprite.Group()
    # We'll just count mouse clicks in this example.
    # You can replace it with the kill count in your game.
    clicks = 0
    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            if event.type == pg.MOUSEBUTTONDOWN:
                clicks += 1

        if clicks >= 3:
            all_sprites.add(Block((random.randrange(600),
                                   random.randrange(440))))
            clicks = 0
        all_sprites.update()
        screen.fill(pg.Color('gray15'))
        all_sprites.draw(screen)
        clicks_surface = font.render(str(clicks), True, pg.Color('yellow'))
        screen.blit(clicks_surface, (20, 20))

        pg.display.flip()
        clock.tick(30)

您是否也要上载图像/声音,以便代码可以在执行时不会因为缺少图像/声音而出错?这样可以更容易地查看…已编辑添加的imgur相册,但尚未添加声音。是否还要上载图像/声音,以便代码可以在执行时不会因缺少图像/声音而出错?这使它更容易查看…编辑添加的imgur专辑,尚未添加声音。