PyGame 正在冻结

PyGame is Freezing

我不知道为什么,但我的 PyGame 游戏在启动 game() 功能时卡住了。

我试图逐行删除给我带来问题的函数,但在所有尝试中游戏仍然冻结。

给我问题的函数是:


def game():
    global Bone1_pos
    global Bone2_pos
    global Bone1_y
    global Bone2_y

    Bone1_x = 500
    Bone2_x = 1100

    clock.tick(FPS)

    #Pos 1
    if Bone1_pos == 1:
        Bone1_y = -80
    if Bone2_pos == 1:
        Bone2_y = -80

    #Pos 2
    if Bone1_pos == 2:
        Bone1_y = -40
    if Bone2_pos == 2:
        Bone2_y = -40

    #Pos 3
    if Bone1_pos == 3:
        Bone1_y = 25
    if Bone2_pos == 3:
        Bone2 = 25

    pygame.event.get()

    BoneUp1.rect = pygame.Rect(Bone1_x, Bone1_y, 75, 173)
    BoneDown1.rect = pygame.Rect(Bone1_x, Bone1_y + 450, 75, 173)
    BoneUp2.rect = pygame.Rect(Bone2_x, Bone2_y, 75, 173)
    BoneDown2.rect = pygame.Rect(Bone2_x, Bone2_y + 450, 75, 173)

    #Sprite blit
    screen.blit(background, (0, 0))
    screen.blit(BoneDown1.image, (Bone1_x, Bone1_y + 400))
    screen.blit(BoneUp1.image, (Bone1_x, Bone1_y))
    screen.blit(BoneDown2.image, (Bone2_x, Bone2_y + 400))
    screen.blit(BoneUp2.image, (Bone2_x, Bone2_y))
    screen.blit(spikeUp0.image, (0, 0))
    screen.blit(spikeDown0.image, (0, 436))
    screen.blit(Dog.image, (Dog.rect.topleft))


    if pygame.key.get_pressed()[K_UP]: # Up
        Dog.rect.y -= 1
        pygame.time.delay(2)
    else: # Down
        Dog.rect.y += 1
        pygame.time.delay(2)
    if pygame.key.get_pressed() [K_LEFT]: # Left
        Dog.rect.x -= 1
        pygame.time.delay(2)
    if pygame.key.get_pressed() [K_RIGHT]: # Right
        Dog.rect.x += 1
        pygame.time.delay(2)

    # Barrier
    if Dog.rect.x < 0:
        Dog.rect.x = 0
    elif Dog.rect.x > 822:
        Dog.rect.x = 822

    # Collison
    for s in [spikeUp0, spikeDown0, BoneUp1, BoneDown1, BoneUp2, BoneDown2]:
        if pygame.sprite.collide_rect(Dog, s):
            pygame.quit()
            sys.exit()
            pygame.display.update()

    Bone1_x -= 1
    Bone2_x -= 1   

    if Bone1_x <= -40 :
        Bone1_pos = random.randint(1,3)
        Bone1_x = 1100

    if Bone2_x <= -40:
        Bone2_pos = random.randint(1,3)
        Bone2_x = 1100

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
            pygame.display.update()

请参阅 . The issue is that pygame.event.get() 被调用了两次:

def game():

   # [...]

   clock.tick(FPS)

   # [...]

   pygame.event.get()

   # [...]

   for event in pygame.event.get():
       if event.type == pygame.QUIT:
           # [...]

注意,pygame.event.get() 获取所有消息并将它们从队列中删除。因此,第一个电话会收到消息,将其删除并放置在任何地方。第二次调用根本没有收到任何消息。
至少你会在 pygame.event.get() 的调用之间做一个“延迟”(例如 clock.tick(FPS))。

删除 pygame.event.get() 的第一个调用并将事件循环移动到 game 的开头:

def game():

   clock.tick(FPS)
   for event in pygame.event.get():
       if event.type == pygame.QUIT:
           # [...]



进一步注意,调用 pygame.quit() 并在此之后调用 pygame.display.update() 是没有意义的。 pygame.quit() 取消初始化所有 pygame 模块并导致对 pygame 操作的所有进一步调用崩溃。
不要忘记通过 pygame.display.update() or pygame.display.flip().

更新游戏循环中的显示

为函数 game 添加一个 return 值。 Return True,游戏循环应该继续的时间和 False 应用程序应该停止的时间:

def game(): 

   returnCode = True

   clock.tick(FPS)
   for event in pygame.event.get():
       if event.type == pygame.QUIT:
           returnCode = False

   # [...]

   for s in [spikeUp0, spikeDown0, BoneUp1, BoneDown1, BoneUp2, BoneDown2]:
        if pygame.sprite.collide_rect(Dog, s):
            returnCode = False

   # [...]

   return returnCode
run = True
while run:

    run = game()
    pygame.display.update()

pygame.quit()
sys.exit()