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()
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 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()
.
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()