Pygame球运动闪烁
Pygame ball movement flickering
我一直在尝试制作一个基本的 Pygame 代码,让球在屏幕上弹跳并离开你的球拍。桨的运动很流畅,但球闪烁不定。这是我的完整代码:
import pygame, sys
from pygame.locals import *
import random, time
pygame.init()
window = (800, 600)
background = (0, 0, 0)
back = pygame.Surface(window)
entity_color = (255, 255, 255)
x = 362.5
y = 550
ball_x = 387.5
ball_y = 50
width = 75
height = 25
clockobject = pygame.time.Clock()
screen = pygame.display.set_mode((window))
pygame.display.set_caption("Test Game")
class Ball(pygame.sprite.Sprite):
def __init__(self):
super(Ball, self).__init__()
self.surf = pygame.Surface((25, 25))
self.surf.fill((255, 255, 255))
self.rect = self.surf.get_rect()
self.dir_x = 1
self.dir_y = 1
self.speed = 2
def update(self):
global ball_x
global ball_y
if ball_x > 775:
ball_x = 775
ball.dir_x = -1
elif ball_x < 0:
ball_x = 0
ball.dir_x = 1
if ball_y < 0:
ball_y = 0
ball.dir_y = 1
elif ball_y > 600:
ball_y = 50
ball_x = 387.5
if ball_x <= x + 75 and ball_x >= x and ball_y <= y and ball_y >= y - 25:
ball.dir_y = -1
ball_x = ball_x + ball.speed * ball.dir_x
ball_y = ball_y + ball.speed * ball.dir_y
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.image_s = pygame.image.load("paddle.png")
self.image_b = self.image_s.get_rect()
self.surf = pygame.Surface((75, 25))
self.surf.fill((255, 255, 255))
self.rect = self.surf.get_rect()
def update(self):
global x
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x = x - 5
elif keys[pygame.K_RIGHT]:
x = x + 5
def checkboundaries(self):
global x
if x > 725:
x = 725
if x < 0:
x = 0
ball = Ball()
player = Player()
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key == pygame.K_SPACE:
running = True
waiting = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
player.update()
ball.update()
player.checkboundaries()
screen.blit(back, (0,0))
screen.blit(player.surf, (x, y))
screen.blit(ball.surf, (ball_x, ball_y))
pygame.display.flip()
clockobject.tick(360)
pygame.quit()
sys.exit()
这是因为我的代码有问题 运行 慢,还是我遗漏了什么?
如果您正在使用 pygame.sprite.Sprite
, you should also use pygame.sprite.Group
。
pygame.sprite.Group.draw()
and pygame.sprite.Group.update()
是pygame.sprite.Group
.
提供的方法
后者委托给包含的pygame.sprite.Sprite
s — you have to implement the method. See pygame.sprite.Group.update()
的update
方法:
Calls the update()
method on all Sprites in the Group. [...]
前者使用包含的 pygame.sprite.Sprite
的 image
和 rect
属性来绘制对象 - 你必须确保 pygame.sprite.Sprite
具有所需的属性。见 pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the Sprite.image
attribute for the source surface, and Sprite.rect
. [...]
例如:
import pygame, sys
from pygame.locals import *
pygame.init()
clockobject = pygame.time.Clock()
screen = pygame.display.set_mode((800, 600))
back = pygame.Surface(screen.get_size())
pygame.display.set_caption("Test Game")
class Ball(pygame.sprite.Sprite):
def __init__(self):
super(Ball, self).__init__()
self.image = pygame.Surface((25, 25))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect(topleft = (387, 50))
self.dir_x = 1
self.dir_y = 1
self.speed = 2
def update(self):
if self.rect.x > 775:
self.rect.x = 775
self.dir_x = -1
elif self.rect.x < 0:
self.rect.x = 0
self.dir_x = 1
if self.rect.y < 0:
self.rect.y = 0
self.dir_y = 1
elif self.rect.y > 600:
self.rect.topleft = (387, 50)
if self.rect.colliderect(player.rect):
ball.dir_y = -1
self.rect.x += ball.speed * ball.dir_x
self.rect.y += ball.speed * ball.dir_y
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.image = pygame.Surface((75, 25))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect(topleft = (363, 550))
def update(self):
keys = pygame.key.get_pressed()
self.rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 5
self.rect.clamp_ip(screen.get_rect())
ball = Ball()
player = Player()
all_sprites = pygame.sprite.Group([ball, player])
started = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_SPACE:
started = True
screen.blit(back, (0,0))
if started:
all_sprites.update()
all_sprites.draw(screen)
pygame.display.flip()
clockobject.tick(100)
pygame.quit()
sys.exit()
我一直在尝试制作一个基本的 Pygame 代码,让球在屏幕上弹跳并离开你的球拍。桨的运动很流畅,但球闪烁不定。这是我的完整代码:
import pygame, sys
from pygame.locals import *
import random, time
pygame.init()
window = (800, 600)
background = (0, 0, 0)
back = pygame.Surface(window)
entity_color = (255, 255, 255)
x = 362.5
y = 550
ball_x = 387.5
ball_y = 50
width = 75
height = 25
clockobject = pygame.time.Clock()
screen = pygame.display.set_mode((window))
pygame.display.set_caption("Test Game")
class Ball(pygame.sprite.Sprite):
def __init__(self):
super(Ball, self).__init__()
self.surf = pygame.Surface((25, 25))
self.surf.fill((255, 255, 255))
self.rect = self.surf.get_rect()
self.dir_x = 1
self.dir_y = 1
self.speed = 2
def update(self):
global ball_x
global ball_y
if ball_x > 775:
ball_x = 775
ball.dir_x = -1
elif ball_x < 0:
ball_x = 0
ball.dir_x = 1
if ball_y < 0:
ball_y = 0
ball.dir_y = 1
elif ball_y > 600:
ball_y = 50
ball_x = 387.5
if ball_x <= x + 75 and ball_x >= x and ball_y <= y and ball_y >= y - 25:
ball.dir_y = -1
ball_x = ball_x + ball.speed * ball.dir_x
ball_y = ball_y + ball.speed * ball.dir_y
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.image_s = pygame.image.load("paddle.png")
self.image_b = self.image_s.get_rect()
self.surf = pygame.Surface((75, 25))
self.surf.fill((255, 255, 255))
self.rect = self.surf.get_rect()
def update(self):
global x
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x = x - 5
elif keys[pygame.K_RIGHT]:
x = x + 5
def checkboundaries(self):
global x
if x > 725:
x = 725
if x < 0:
x = 0
ball = Ball()
player = Player()
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key == pygame.K_SPACE:
running = True
waiting = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
player.update()
ball.update()
player.checkboundaries()
screen.blit(back, (0,0))
screen.blit(player.surf, (x, y))
screen.blit(ball.surf, (ball_x, ball_y))
pygame.display.flip()
clockobject.tick(360)
pygame.quit()
sys.exit()
这是因为我的代码有问题 运行 慢,还是我遗漏了什么?
如果您正在使用 pygame.sprite.Sprite
, you should also use pygame.sprite.Group
。
pygame.sprite.Group.draw()
and pygame.sprite.Group.update()
是pygame.sprite.Group
.
后者委托给包含的pygame.sprite.Sprite
s — you have to implement the method. See pygame.sprite.Group.update()
的update
方法:
Calls the
update()
method on all Sprites in the Group. [...]
前者使用包含的 pygame.sprite.Sprite
的 image
和 rect
属性来绘制对象 - 你必须确保 pygame.sprite.Sprite
具有所需的属性。见 pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
. [...]
例如:
import pygame, sys
from pygame.locals import *
pygame.init()
clockobject = pygame.time.Clock()
screen = pygame.display.set_mode((800, 600))
back = pygame.Surface(screen.get_size())
pygame.display.set_caption("Test Game")
class Ball(pygame.sprite.Sprite):
def __init__(self):
super(Ball, self).__init__()
self.image = pygame.Surface((25, 25))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect(topleft = (387, 50))
self.dir_x = 1
self.dir_y = 1
self.speed = 2
def update(self):
if self.rect.x > 775:
self.rect.x = 775
self.dir_x = -1
elif self.rect.x < 0:
self.rect.x = 0
self.dir_x = 1
if self.rect.y < 0:
self.rect.y = 0
self.dir_y = 1
elif self.rect.y > 600:
self.rect.topleft = (387, 50)
if self.rect.colliderect(player.rect):
ball.dir_y = -1
self.rect.x += ball.speed * ball.dir_x
self.rect.y += ball.speed * ball.dir_y
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.image = pygame.Surface((75, 25))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect(topleft = (363, 550))
def update(self):
keys = pygame.key.get_pressed()
self.rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 5
self.rect.clamp_ip(screen.get_rect())
ball = Ball()
player = Player()
all_sprites = pygame.sprite.Group([ball, player])
started = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_SPACE:
started = True
screen.blit(back, (0,0))
if started:
all_sprites.update()
all_sprites.draw(screen)
pygame.display.flip()
clockobject.tick(100)
pygame.quit()
sys.exit()