[英]Why is does my game code appear as a black screen on pygame?
我是編碼和堆棧交換的新手。 我一直試圖讓這段代碼根據教程運行游戲,但它一直顯示為黑屏。 我認為這可能與間距有關? 誰能幫我? 我相信這段代碼也可以簡化,所以任何關於這方面的建議也將不勝感激。
import pygame
import random
from pygame.locals import (
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
)
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
running = True
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
screen.fill((255, 255, 255))
surf = pygame.Surface((50, 50))
surf.fill((0, 0, 0))
rect = surf.get_rect()
screen.blit(surf, (SCREEN_WIDTH/2, SCREEN_HEIGHT/2))
pygame.display.flip()
surf_center = (
(SCREEN_WIDTH-surf.get_width())/2,
(SCREEN_HEIGHT-surf.get_height())/2
)
screen.blit(surf, surf_center)
pygame.display.flip()
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("Jake.anime.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
player = Player()
screen.fill((0, 0, 0))
screen.blit(player.surf, player.rect)
pygame.display.flip()
pressed_keys = pygame.key.get_pressed()
def update(self, pressed_keys):
if presed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5,0)
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
running = False
elif event.type == QUIT:
running = False
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
screen.fill((0,0,0))
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("graham.enemy.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5, 20)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load("cloud for game.png").convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right < 0:
self.kill()
player = Player()
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
running = True
screen.fill((0, 0, 0))
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
pygame.display.flip()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 250)
ADDCLOUD = pygame.USEREVENT +2
pygame.time.set_timer(ADDCLOUD, 1000)
player = Player()
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
elif event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
elif event.type ==ADDCLOUD:
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
clouds.update()
screen.fill((135, 206, 250))
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
if pygame.sprite.spritecollideany(player, enemies):
player.kill()
running = False
您有多個while running
循環,並且最后沒有調用pygame.display.update
來繪制所有內容。 您應該有一個循環來檢查事件、更新所有內容並繪制所有內容。
while running:
get_events()
update()
draw()
將每個事物的所有代碼移動到它自己的 function 中。 碰撞檢查將在 update() 結束時進行。 另外我不確定你為什么縮進 pygame.locals 導入,應該左對齊,class 定義也應該左對齊。
你需要重組你的程序。 只寫 1 個應用程序循環。 典型的 PyGame 應用循環必須:
pygame.event.pump()
或pygame.event.get()
處理事件。blit
所有對象)pygame.display.update()
或pygame.display.flip()
更新顯示另請參見Python Pygame 簡介並參見以下示例以了解最小應用循環:
import pygame
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
# main application loop
run = True
while run:
# limit frames per second
clock.tick(60)
# event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# clear the display
window.fill(0)
# draw the scene
pygame.draw.circle(window, (255, 0, 0), (250, 250), 100)
# update the display
pygame.display.flip()
pygame.quit()
exit()
repl.it/@Rabbid76/PyGame-MinimalApplicationLoop
另請參閱事件和應用程序循環
完整申請:
import pygame
import random
from pygame.locals import (
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
)
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("Jake.anime.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5,0)
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("graham.enemy.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5, 20)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load("cloud for game.png").convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right < 0:
self.kill()
player = Player()
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 250)
ADDCLOUD = pygame.USEREVENT +2
pygame.time.set_timer(ADDCLOUD, 1000)
clock = pygame.time.Clock()
running = True
while running:
# limit frames per second
clock.tick(60)
# event loop
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
elif event.type ==ADDCLOUD:
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
# update objects
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
clouds.update()
# clear the display
screen.fill((135, 206, 250))
# draw the scene
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
if pygame.sprite.spritecollideany(player, enemies):
player.kill()
running = False
screen.blit(player.surf, player.rect)
# update the display
pygame.display.flip()
pygame.quit()
exit()
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