Python Pygame程序执行错误

Python Pygame程序执行错误,python,pygame,Python,Pygame,我正在制作一个pygame程序来制作一个精灵的动画,但问题不是一个特殊的错误: import sys import os import pygame from pygame.locals import * pygame.init () WHITE = ( 255, 255, 255 ) BLACK = ( 0, 0, 0 ) Surface = pygame.display.set_mode ((400, 400), 0, 32) pygame.display.set_capt

我正在制作一个pygame程序来制作一个精灵的动画,但问题不是一个特殊的错误:

import sys
import os
import pygame
from pygame.locals import *

pygame.init ()

WHITE = ( 255, 255, 255 )
BLACK = (   0,   0,   0 )

Surface = pygame.display.set_mode ((400, 400), 0, 32)
pygame.display.set_caption ('Animation Test')




class Processes (object):
    @staticmethod
    def load_image (imagefile):
        image = pygame.image.load (imagefile)   #Remember to call imagefile as a string statement

        return image, image.get_rect ()



class Sprite (pygame.sprite.Sprite):

    def __init__ (self):
        pygame.sprite.Sprite.__init__ (self)

        self.image, self.rect = Processes.load_image ('frame1.jpg')

        self.blindrect = pygame.Rect ((self.rect.top - 289, self.rect.left - 289), (self.rect.width, self.rect.height))




   def animation (self, key_event = None, mouse_event = None):

       blindpass = 0

       if key_event == K_LEFT:
       self.rect.centerx = self.rect.centerx - 10

       if key_event == K_RIGHT:
        self.rect.centerx = self.rect.centerx + 10

       if key_event == K_UP:
       self.rect.centery = self.rect.centery - 10

       if key_event == K_DOWN:
       self.rect.centery = self.rect.centery + 10


       if mouse_event == MOUSEBUTTONDOWN:
        self.rect.centerx, self.rect.centery = pygame.mouse.get_pos ()


    if blindpass > 0:

        if key_event == K_LEFT:
            self.blindrect.centerx = self.blindrect.centerx - 10

        if key_event == K_RIGHT:
            self.blindrect.centerx = self.blindrect.centerx + 10

        if key_event == K_UP:
            self.blindrect.centery = self.blindrect.centery - 10

        if key_event == K_DOWN:
            self.blindrect.centery = self.blindrect.centery + 10


        if mouse_event == MOUSEBUTTONDOWN:
            self.rect.centerx, self.rect.centery = pygame.mouse.get_pos () 




mecha = Sprite ()
allsprites = pygame.sprite.RenderPlain ((mecha, ))



while True:
Surface.fill (WHITE)

for event in pygame.event.get ():
    if event.type == KEYDOWN:
    mecha.animation (key_event = event.key)

    if event.type == MOUSEBUTTONDOWN:
    mecha.animation (mouse_event = event.type)

    if event.type == QUIT:
    pygame.quit ()
    sys.exit (0)



allsprites.draw (Surface)
pygame.display.update ((mecha.rect, mecha.blindrect))

现在,这个错误有点奇怪。输出结果是精灵确实出现在屏幕上,当我提供键和鼠标输入时,它会移动,但问题是它会留下痕迹。这就是为什么我创建了一个矩形来跟踪精灵矩形,这个矩形应该在每次游戏循环时填充白色。但事实并非如此。至少,直到我最小化窗口并再次拉起它,所有的痕迹都消失了,背景变成白色而不是黑色。但当我移动图像时,轨迹又开始形成。如果渲染函数执行以下操作,它们将按预期方式消失。

screen.fill(white)
# blit or sprite group drawing
pygame.display.flip()
它将清除整个屏幕的白色,绘制精灵一次。不会有痕迹的

  • 您的代码粘贴不正确。对于多语句,fLike您的if QUIT语句没有缩进。雪碧也一样
  • 如果使用Surface或Sprite作为类/变量名,可能会遇到命名问题
  • 您没有正确初始化和更新blindrect。这就是为什么屏幕的正确部分没有被更新,而你的精灵留下了痕迹
  • 在更新循环中,由于您只更新更改的显示部分,因此在进入更新循环之前,您需要更新整个屏幕一次以对其进行初始化。这就是为什么屏幕最初不是白色的
  • 请参阅下面更新的源代码(仅修改了Sprite类和更高版本):


    能否将pass rect序列放入pygame.display.flip中以制作脏rect动画?flip强制整个屏幕进行更新,以确保无跟踪。但您可以使用rect列表,只需使用rect列表调用即可进行更新。在没有参数的情况下调用
    display.update
    与调用
    pygame.display.flip
    Wait非常相似,但是当动画函数在游戏循环中被调用时,blindrect的位置被定义为sprite rect的位置。blindrect的目的是跟踪sprite rect,用背景图像填充轨迹,或者在本例中为白色,这样轨迹就不会出现。但是感谢您提供的关于首先将屏幕更新为白色的提示。请尝试运行我粘贴的代码,并查看我添加的print()的输出。它将跟随精灵并擦除轨迹。
    class Sprite (pygame.sprite.Sprite):
        def __init__ (self):
            pygame.sprite.Sprite.__init__ (self)
            self.image, self.rect = Processes.load_image ('frame1.jpg')
            #initialize blindrect to be the same rectangle as rect
            self.blindrect = pygame.Rect ((self.rect.top, self.rect.left), (self.rect.width, self.rect.height))
    
        def animation (self, key_event = None, mouse_event = None):
            print(self.rect)
            print(self.blindrect)
    
            #save the current sprite position before moving the sprite
            self.blindrect.centerx = self.rect.centerx
            self.blindrect.centery = self.rect.centery
    
            if key_event == K_LEFT:
                self.rect.centerx = self.rect.centerx - 10
    
            if key_event == K_RIGHT:
                self.rect.centerx = self.rect.centerx + 10
    
            if key_event == K_UP:
                self.rect.centery = self.rect.centery - 10
    
            if key_event == K_DOWN:
                self.rect.centery = self.rect.centery + 10
    
            if mouse_event == MOUSEBUTTONDOWN:
                self.rect.centerx, self.rect.centery = pygame.mouse.get_pos ()
    
            print(self.rect)
            print(self.blindrect)
    
    mecha = Sprite ()
    allsprites = pygame.sprite.RenderPlain ((mecha, ))
    
    #need to initially fill the entire surface with white
    Surface.fill (WHITE)
    pygame.display.update ((pygame.Rect((0,0),(400,400))))
    
    while True:
        Surface.fill (WHITE)
    
        for event in pygame.event.get ():
            if event.type == KEYDOWN:
                mecha.animation (key_event = event.key)
    
            if event.type == MOUSEBUTTONDOWN:
                mecha.animation (mouse_event = event.type)
    
            if event.type == QUIT:
                pygame.quit ()
                sys.exit (0)
    
        allsprites.draw (Surface)
        #update only the previous sprite position and new sprite position
        pygame.display.update ((mecha.rect, mecha.blindrect))