Python 移动时图像滞后和口吃

Python 移动时图像滞后和口吃,python,pygame,Python,Pygame,由于某种原因,当我运行程序时,我的坏家伙图像(小行星)在移动时会出现延迟和口吃,而目标不会。我试过在每个动作代码下放置pygame.display.update(),但它只是闪烁。另外,我切换了目标和坏人的动作代码的位置,这导致了目标的滞后和口吃 import pygame, sys, random pygame.init() def game(): width = 800 height = 600 screen = pygame.display.set_mode((w

由于某种原因,当我运行程序时,我的坏家伙图像(小行星)在移动时会出现延迟和口吃,而目标不会。我试过在每个动作代码下放置
pygame.display.update()
,但它只是闪烁。另外,我切换了目标和坏人的动作代码的位置,这导致了目标的滞后和口吃

import pygame, sys, random
pygame.init()

def game():
    width = 800
    height = 600
    screen = pygame.display.set_mode((width,height))
    pygame.display.set_caption("Asteroid Dodger")
    background = pygame.image.load("field_of_stars_full.jpg")


    player = pygame.image.load("Silver_Surfer.png")
    px = 350
    py = 450
    baddie = pygame.image.load("Asteroid.png")
    baddiepos = baddie.get_rect()
    target = pygame.image.load("Cosmic_Clump.png")
    targetpos = [0,0]

    gamespeed = 100
    speed = [gamespeed*random.randint(1,3),gamespeed*random.randint(1,3)]
    speed2 = [gamespeed*10,gamespeed*10]
    clock = pygame.time.Clock()
    movex = movey = 0

    targetvisible = True
    playervisible = True

    font = pygame.font.Font(None,36)

    score = 0
    scoretext = font.render("Score: " + str(score), 2, (255,255,255))
    lives = 3
    livestext = font.render("Lives: " + str(lives),2, (255,255,255))


    while True:


        screen.blit(background, (0,0))
        screen.blit(player, (px,py))

        scoretext = font.render("Score: " + str(score), 2, (255,255,255))
        livestext = font.render("Lives: " + str(lives), 2, (255,255,255))
        screen.blit(scoretext, (20,20))
        screen.blit(livestext, (670,20))

        if targetvisible == True:
            seconds = clock.tick()/1000.0
            targetpos[0] += seconds*speed[0]
            targetpos[1] += seconds*speed[1]
            screen.blit(target, targetpos)
        else:
            screen.blit(target, targetpos)



        if playervisible == True:
            seconds = clock.tick()/1000.0
            baddiepos[0] += seconds*speed2[0]
            baddiepos[1] += seconds*speed2[1]
            screen.blit(baddie, baddiepos)
        else:
            screen.blit(baddie, baddiepos)

        pygame.display.update()


        for event in pygame.event.get():
            if event.type == pygame.QUIT or event.type == pygame.K_ESCAPE:
                pygame.quit()

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT:
                        movex = 2
                elif event.key == pygame.K_LEFT:
                        movex = -2
                        player = pygame.transform.flip(player, 1, 0)
                elif event.key == pygame.K_DOWN:
                        movey = 2
                elif event.key == pygame.K_UP:
                        movey = -2

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                        movex = 0
                elif event.key == pygame.K_LEFT:
                        movex = 0
                        player = pygame.transform.flip(player, 1, 0)
                elif event.key == pygame.K_DOWN:
                        movey = 0
                elif event.key == pygame.K_UP:
                        movey = 0
                elif event.key == pygame.K_ESCAPE:
                        pygame.quit()

        px += movex
        py += movey

        if targetpos[0]+60 > width or targetpos[0]+15 < 0: 
            speed[0] = -speed[0]            
            targetpos[0] += seconds*speed[0]

        if targetpos[1]+70 > height or targetpos[1]+30 < 0:
            speed[1] = -speed[1]
            targetpos[1] += seconds*speed[1]

        if abs(targetpos[0]-px)<20 and abs(targetpos[1]-py)<20:
            targetvisible = False
            score += 10
            targetpos[0] = random.randint(0,720)
            targetpos[1] = random.randint(0,520)
            screen.blit(target, (targetpos))          
            targetvisible = True


        if baddiepos[0] > width or baddiepos[0] < 0:
            speed2[0] = -speed2[0]
            baddiepos[0] += seconds*speed2[0]

        if baddiepos[1] > height or baddiepos[1] < 0:
            speed2[1] = -speed2[1]
            baddiepos[1] += seconds*speed2[1]

        if abs(baddiepos[0]-px)<20 and (baddiepos[1]-py)<20:
            playervisble = False
            lives -= 1
            baddiepos[0] = random.randint(0,720)
            baddiepos[1] = random.randint(0,520)
            screen.blit(baddie, (baddiepos))
            playervisible = True

        if px > 800:
            px = 0
        elif px < 0:
            px = 800

        if py > 600:
            py = 0
        elif py < 0:
            py = 600
import pygame,sys,random
pygame.init()
def game():
宽度=800
高度=600
screen=pygame.display.set_模式((宽度、高度))
pygame.display.set_标题(“小行星道奇”)
background=pygame.image.load(“field\u of\u stars\u full.jpg”)
player=pygame.image.load(“Silver\u Surfer.png”)
px=350
py=450
baddie=pygame.image.load(“Asteroid.png”)
baddiepos=baddie.get_rect()
target=pygame.image.load(“Cosmic_Clump.png”)
targetpos=[0,0]
游戏速度=100
速度=[gamespeed*random.randint(1,3),gamespeed*random.randint(1,3)]
速度2=[gamespeed*10,gamespeed*10]
clock=pygame.time.clock()
movex=movey=0
targetvisible=True
playervible=True
font=pygame.font.font(无,36)
分数=0
scoretext=font.render(“分数:+str(分数),2,(255255))
生命=3
livestext=font.render(“生活:+str(生活),2,(255255))
尽管如此:
屏幕光点(背景,(0,0))
屏幕。blit(播放器,(px,py))
scoretext=font.render(“分数:+str(分数),2,(255255))
livestext=font.render(“生活:+str(生活),2,(255255))
屏幕。blit(分数文本,(20,20))
屏幕blit(livestext,(670,20))
如果targetvisible==True:
秒=时钟。滴答声()/1000.0
目标位置[0]+=秒*速度[0]
targetpos[1]+=秒*速度[1]
屏幕blit(目标,目标位置)
其他:
屏幕blit(目标,目标位置)
如果playervible==True:
秒=时钟。滴答声()/1000.0
baddiepos[0]+=秒*速度2[0]
baddiepos[1]+=秒*速度2[1]
屏幕。blit(坏家伙,坏家伙)
其他:
屏幕。blit(坏家伙,坏家伙)
pygame.display.update()
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT或event.type==pygame.K\u退出:
pygame.quit()
elif event.type==pygame.KEYDOWN:
如果event.key==pygame.K_RIGHT:
movex=2
elif event.key==pygame.K_左:
movex=-2
player=pygame.transform.flip(player,1,0)
elif event.key==pygame.K_向下:
movey=2
elif event.key==pygame.K_UP:
movey=-2
elif event.type==pygame.KEYUP:
如果event.key==pygame.K_RIGHT:
movex=0
elif event.key==pygame.K_左:
movex=0
player=pygame.transform.flip(player,1,0)
elif event.key==pygame.K_向下:
movey=0
elif event.key==pygame.K_UP:
movey=0
elif event.key==pygame.K_ESCAPE:
pygame.quit()
px+=movex
py+=movey
如果目标位置[0]+60>宽度或目标位置[0]+15<0:
速度[0]=-速度[0]
目标位置[0]+=秒*速度[0]
如果目标位置[1]+70>高度或目标位置[1]+30<0:
速度[1]=-速度[1]
targetpos[1]+=秒*速度[1]
如果abs(目标位置[0]-px)高度或baddiepos[1]<0:
speed2[1]=-speed2[1]
baddiepos[1]+=秒*速度2[1]
如果abs(baddiepos[0]-px)600:
py=0
elif py<0:
py=600

坏人
位置取决于变量
,该变量取决于
时钟。滴答声()

从文件中:

它会计算出有多少 自上次调用(clock.tick())以来已过毫秒

所以它给你的值是0-0.001,但大部分是0。所以坏家伙大部分都不动

文件:

此方法应每帧调用一次

也许你会用,但我不知道你为什么需要它


您的代码可能如下所示:

import pygame
import sys
import random

#----------------------------------------------------------------------

#~ PLAYER_IMAGE     = "ball2.png"
#~ TARGET_IMAGE     = "ball3.png"
#~ BADDIE_IMAGE     = "ball1.png"
#~ BACKGROUND_IMAGE = "background.jpg"

PLAYER_IMAGE     = "Silver_Surfer.png"
TARGET_IMAGE     = "Cosmic_Clump.png"
BADDIE_IMAGE     = "Asteroid.png"
BACKGROUND_IMAGE = "field_of_stars_full.jpg"

#----------------------------------------------------------------------

class Player():

    def __init__(self, screen_rect):

        self.screen_rect = screen_rect

        self.image = pygame.image.load(PLAYER_IMAGE)
        self.rect = self.image.get_rect()

        self.rect.centerx = 350
        self.rect.centery = 450

        self.move_x = self.move_y = 0

        self.visible = True

    def draw(self, screen):
        screen.blit(self.image, self.rect.topleft)

    def flip(self):
        self.image = pygame.transform.flip(self.image, 1, 0)

    def update(self):
        self.rect.x += self.move_x
        self.rect.y += self.move_y

        if self.rect.centerx > self.screen_rect.right:
            self.rect.centerx = self.screen_rect.left
        elif self.rect.centerx < self.screen_rect.left:
            self.rect.centerx = self.screen_rect.right

        if self.rect.centery > self.screen_rect.bottom:
            self.rect.centery = self.screen_rect.top
        elif self.rect.centery < self.screen_rect.top:
            self.rect.centery = self.screen_rect.bottom

    def event_handler(self, event):

        if event.type == pygame.KEYDOWN:

            if event.key == pygame.K_RIGHT:
                self.move_x = 5
            elif event.key == pygame.K_LEFT:
                self.move_x = -5
                self.flip()
            elif event.key == pygame.K_DOWN:
                self.move_y = 5
            elif event.key == pygame.K_UP:
                self.move_y = -5

        elif event.type == pygame.KEYUP:

            if event.key in (pygame.K_RIGHT, pygame.K_LEFT):
                self.move_x = 0

            elif event.key in (pygame.K_DOWN, pygame.K_UP):
                self.move_y = 0

            if event.key == pygame.K_LEFT:
                self.flip()     

    def random_position(self):

        self.rect.centerx = random.randint(0,720)
        self.rect.centery = random.randint(0,520)               
#----------------------------------------------------------------------

class Baddie():

    def __init__(self, screen_rect, speed):

        self.screen_rect = screen_rect

        self.image = pygame.image.load(BADDIE_IMAGE)
        self.rect = self.image.get_rect()

        self.speed_x = speed * random.randint(1,3)
        self.speed_y = speed * random.randint(1,3)

        self.visible = True

    def draw(self, screen):
        screen.blit(self.image, self.rect.topleft)

    def update(self, player_visible):

        if player_visible:

            self.rect.x += self.speed_x * random.randint(1, 5)
            self.rect.y += self.speed_y * random.randint(1, 5)

            if self.rect.centerx > self.screen_rect.right:
                self.rect.centerx = self.screen_rect.left
            elif self.rect.centerx < self.screen_rect.left:
                self.rect.centerx = self.screen_rect.right

            if self.rect.centery > self.screen_rect.bottom:
                self.rect.centery = self.screen_rect.top
            elif self.rect.centery < self.screen_rect.top:
                self.rect.centery = self.screen_rect.bottom

    def random_position(self):

        self.rect.centerx = random.randint(0,720)
        self.rect.centery = random.randint(0,520)

#----------------------------------------------------------------------

class Target():

    def __init__(self, screen_rect, speed):

        self.screen_rect = screen_rect

        self.image = pygame.image.load(TARGET_IMAGE)
        self.rect = self.image.get_rect()

        self.rect.centerx = 100
        self.rect.centery = 100

        self.speed_x = speed * 10
        self.speed_y = speed * 10

        self.visible = True

    def draw(self, screen):
        screen.blit(self.image, self.rect.topleft)

    def update(self, screen):

        if self.visible:
            self.rect.x += self.speed_x
            self.rect.y += self.speed_y

            if self.rect.right > self.screen_rect.right or self.rect.left < 0: 
                self.speed_x = -self.speed_x            

            if self.rect.bottom > self.screen_rect.bottom or self.rect.top < 0:
                self.speed_y = -self.speed_y  

    def random_position(self):

        self.rect.centerx = random.randint(0,720)
        self.rect.centery = random.randint(0,520)

#----------------------------------------------------------------------

class Game():

    def __init__(self):

        pygame.init()

        width = 800
        height = 600

        self.screen = pygame.display.set_mode((width,height))
        pygame.display.set_caption("Asteroid Dodger")

        # --- variables ---

        self.score = 0
        self.lives = 3

        self.gamespeed = 1

        self.font = pygame.font.Font(None,36)

        self.scoretext = self.font.render("Score: " + str(self.score), 2, (255,255,255))
        self.livestext = self.font.render("Lives: " + str(self.lives), 2, (255,255,255))

        self.pausetext = self.font.render("PAUSE", 2, (255,255,255))
        # center pausetext on screen
        self.pausetext_rect = self.pausetext.get_rect(center=self.screen.get_rect().center)

        # --- sprites ---

        self.background = pygame.image.load(BACKGROUND_IMAGE)

        screen_rect = self.screen.get_rect()

        self.player = Player(screen_rect)

        self.baddie = Baddie(screen_rect, self.gamespeed)

        self.target = Target(screen_rect, self.gamespeed)

    #----------------------------------------

    def run(self):

        clock = pygame.time.Clock()

        RUNNING = True
        PAUSED  = False

        while RUNNING:

            # --- events ---

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    RUNNING = False

                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        RUNNING = False
                    elif event.key == pygame.K_SPACE:
                        PAUSED = not PAUSED

                self.player.event_handler(event)

            # --- updates ---

            if not PAUSED:
                self.player.update()
                self.baddie.update(self.player.visible)
                self.target.update(self.player.visible)

                # detect cilision
                if pygame.sprite.collide_rect(self.player, self.baddie):
                    self.lives -= 1
                    self.player.random_position()

                if pygame.sprite.collide_rect(self.player, self.target):
                    self.score += 10
                    self.target.random_position()

                self.scoretext = self.font.render("Score: " + str(self.score), 2, (255,255,255))
                self.livestext = self.font.render("Lives: " + str(self.lives), 2, (255,255,255))

            # --- draws ---

            self.screen.blit(self.background, (0,0))

            self.player.draw(self.screen)
            self.baddie.draw(self.screen)
            self.target.draw(self.screen)

            self.screen.blit(self.scoretext, (20,20))
            self.screen.blit(self.livestext, (670,20))


            if PAUSED:
                self.screen.blit(self.pausetext, self.pausetext_rect)

            pygame.display.update()

            # --- FPS ---

            clock.tick(25) # 25 Frames Per Second

        # --- the end ---

        pygame.quit()

#----------------------------------------------------------------------

Game().run()
导入pygame
导入系统
随机输入
#----------------------------------------------------------------------
#~PLAYER_IMAGE=“ball2.png”
#~TARGET_IMAGE=“ball3.png”
#~BADDIE_IMAGE=“ball1.png”
#~BACKGROUND\u IMAGE=“BACKGROUND.jpg”
PLAYER\u IMAGE=“Silver\u Surfer.png”
TARGET\u IMAGE=“Cosmic\u Clump.png”
BADDIE_IMAGE=“Asteroid.png”
BACKGROUND\u IMAGE=“field\u of\u stars\u full.jpg”
#----------------------------------------------------------------------
类播放器():
定义初始化(自身、屏幕):
self.screen\u rect=screen\u rect
self.image=pygame.image.load(玩家图片)
self.rect=self.image.get_rect()
self.rect.centerx=350
self.rect.centery=450
self.move\u x=self.move\u y=0
self.visible=True
def提取(自身,屏幕):
screen.blit(self.image、self.rect.topleft)
def翻转(自我):
self.image=pygame.transform.flip(self.image,1,0)
def更新(自我):
self.rect.x+=self.move\u x
self.rect.y+=self.move\u y
如果self.rect.centerx>self.screen\u rect.right:
self.rect.centerx=self.screen_rect.left
elif self.rect.centerxself.screen\u rect.bottom:
self.rect.centery=self.screen\u rect.top
elif self.rect.centerypygame.image.load("image").**convert**()