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如何在python / pygame中獲得條件語句的等待時間

[英]How do you get a wait time for a conditional statement in python/pygame

我是編程新手,這是我制作/制作的第一個真實游戲。 基本上,游戲讓您作為玩家向敵人射擊“子彈”。 某些物體在中間移動,以阻止所有子彈穿過。

我覺得玩家發射子彈的速度似乎太快了。 因此,我做了一些研究,發現有幫助的地方。 time.sleep(sec)。 當我使用它時,整個游戲將停止並等待時間結束。

當玩家按下鼠標按鈕發射子彈時,我在主程序循環中使用了time.sleep(sec)。 反過來,這會使整個游戲延遲5秒鍾,從而影響整個游戲。

那么我將如何等待它而不影響整個游戲?

這是我的游戲代碼:

import pygame
import random
import time

enemy_speed = 5
running = 1




# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)

# --- Classes
class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("enemy.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update(self):
        self.rect.x += 7
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)

class Hand(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update(self):
        self.rect.y = 300
        self.rect.x += 5
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)

class Hand2(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand2.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 100
        self.rect.x -= 5
        if self.rect.x <= 90:
            self.rect.x = random.randrange(50,610)
class Hand3(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand3.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 200
        self.rect.x += 3
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)

class Hand4(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand4.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 50
        self.rect.x += 3
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)


class Hand5(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand5.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 350
        self.rect.x -= 3
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)   




class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("player.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update(self):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                self.rect.x -= 4
            if event.key == pygame.K_RIGHT:
                self.rect.x += 4
            if self.rect.x <= 50:
                self.rect.x = 60
            if self.rect.x >= 610:
                self.rect.x = 600

class Pellet(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface([4,10])
        self.image.fill(RED)
        self.rect = self.image.get_rect()
    def update(self):
        speed_p = -3
        self.rect.y -= speed_p



class Bullet(pygame.sprite.Sprite):
    """ This class represents the bullet . """
    def __init__(self):
        # Call the parent class (Sprite) constructor
        super().__init__()

        self.image = pygame.Surface([4, 10])
        self.image.fill(BLUE)

        self.rect = self.image.get_rect()

    def update(self):
        """ Move the bullet. """
        speed_b = 3
        self.rect.y -= speed_b


# --- Create the window

# Initialize Pygame
pygame.init()

# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Cannon Battle")



all_sprites_list = pygame.sprite.Group()
enemy_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
hand_list = pygame.sprite.Group()
hand2_list = pygame.sprite.Group()
hand3_list = pygame.sprite.Group()
hand4_list = pygame.sprite.Group()
hand5_list = pygame.sprite.Group()


bullet_list = pygame.sprite.Group()
pellet_list = pygame.sprite.Group()
enemy = Enemy()
enemy_list.add(enemy)
all_sprites_list.add(enemy_list)

hand = Hand()
hand_list.add(hand)
all_sprites_list.add(hand_list)

hand2 = Hand2()
hand2_list.add(hand2)
all_sprites_list.add(hand2)

hand3 = Hand3()
hand3_list.add(hand3)
all_sprites_list.add(hand3)

hand4 = Hand4()
hand4_list.add(hand4)
all_sprites_list.add(hand4)

hand5 = Hand5()
hand5_list.add(hand5)
all_sprites_list.add(hand5)









player = Player()
player_list.add(player)
all_sprites_list.add(player_list)





done = False

clock = pygame.time.Clock()


player.rect.y = 370
behind = pygame.image.load("grassland.png").convert()

# -------- Main Program Loop 
while not done:
    screen.blit(behind, [0,0])
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
        elif event.type == pygame.MOUSEBUTTONDOWN:
            bullet = Bullet()
            bullet.rect.x = player.rect.x
            bullet.rect.y = player.rect.y
            all_sprites_list.add(bullet)
            bullet_list.add(bullet)
            time.sleep(5)
        elif event.type == pygame.MOUSEBUTTONUP:
            pellet = Pellet()
            pellet.rect.x = enemy.rect.x
            pellet.rect.y = enemy.rect.y
            all_sprites_list.add(pellet)
            pellet_list.add(pellet)






    # --- Game logic

    # Call the update() method on all the sprites
    all_sprites_list.update()

    for pellet in pellet_list:
        player_hit_list = pygame.sprite.spritecollide(pellet,player_list,True)
        if pellet.rect.y >= 510:
            pellet_list.remove(pellet)
            all_sprites_list.remove(pellet)
        for player in player_hit_list:
            done = True
            print("You Lost!")
            print("But thanks for playing!")
            print("Made by Oankar Studios")

    for bullet in bullet_list:
        enemy_hit_list = pygame.sprite.spritecollide(bullet,enemy_list,True)
        if bullet.rect.y <= -10:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand2.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand3.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand4.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand5.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        for enemy in enemy_hit_list:
            done = True
            print("You Won!")
            print("Made by Oankar Studios")




    # Clear the screen


    # Draw all the spites
    all_sprites_list.draw(screen)



    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # --- Limit to 20 frames per second
    clock.tick(60)




pygame.quit()

這是我使用time.sleep(sec)的地方,它在主程序循環中:

elif event.type == pygame.MOUSEBUTTONDOWN:
    bullet = Bullet()
    bullet.rect.x = player.rect.x
    bullet.rect.y = player.rect.y
    all_sprites_list.add(bullet)
    bullet_list.add(bullet)
    time.sleep(5)

您可以存儲最后一發子彈的時間,並忽略所有按下,直到經過5秒。 所以,在頂部

last_bullet_shot_time = None

然后

elif event.type == pygame.MOUSEBUTTONDOWN:
    if last_bullet_shot_time is None or 
        time.now() - last_bullet_shot_time > datetime.timedelta(seconds = 5):

        bullet = Bullet()
        bullet.rect.x = player.rect.x
        bullet.rect.y = player.rect.y
        all_sprites_list.add(bullet)
        bullet_list.add(bullet)
        last_bullet_shot_time = time.now()

如您所知,time.sleep()會暫停整個程序(或者確切地說是線程),這通常不是您想要的。 一種可能的解決方案是比較@maniexx提到的時間。

當您使用pygame時,我建議您以基本上相同的方式使用pygame.time.get_ticks(),如答案所述。

您可以使用pygame的功能根據計時器生成事件以及唯一的用戶定義事件,以使其在經過所需時間后創建通知事件。 這是您需要進行的更改:

# globals
TIMEOUT_EXPIRED = pygame.USEREVENT+1
shooting_allowed = True

然后在游戲主體中:

# in the event processing loop
elif event.type == pygame.MOUSEBUTTONDOWN:
    if shooting_allowed:
        bullet = Bullet()
        bullet.rect.x = player.rect.x
        bullet.rect.y = player.rect.y
        all_sprites_list.add(bullet)
        bullet_list.add(bullet)
        # disable shooting for 5 seconds
        shooting_allowed = False
        pygame.time.set_timer(TIMEOUT_EXPIRED, 5000)
elif event.type == TIMEOUT_EXPIRED:
    # re-enable shooting
    shooting_allowed = True
    pygame.time.set_timer(TIMEOUT_EXPIRED, 0)  # stop generation of event

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