在 Pygame 事件循环中重复定时的 USEREVENT 序列

Repeat timed USEREVENT sequence in Pygame event loop

我想要达到的目标 我试图让敌人做一组动作,画面交换是定时的,并且是按顺序重复的。

计时不是做毫秒的吗?

发生了什么 很长一段时间后,敌人首先移动,然后长时间停顿图像有时交换有时不交换。

当我 运行 它时,我没有收到任何异常或错误。

另外,当我将用户事件添加到按键事件上方的游戏循环中时,我会中断玩家的移动。

Github to images and full code 以下是我迄今为止尝试过的最成功的事情

我按顺序创建了所需的编号 USEREVENT

# Create a bunch of AI events 
ai_uppercut_event = pygame.USEREVENT + 1
ai_l_punch_event = pygame.USEREVENT + 2
ai_r_punch_event = pygame.USEREVENT + 3
ai_r_dodge_event = pygame.USEREVENT + 4
ai_l_dodge_event = pygame.USEREVENT + 5

给敌人ai角色一个起始位置

enemy_x = 235
enemy_y = 145

给敌人ai一个移动量

aimovex = 40
aimovey = 40

定义了要换出不同动作的图像

# Define ai images for different moves
enemy_default  = pygame.image.load("enemy_default.png")
ai_uppercut_image = pygame.image.load("enemy_uppercut.png")
ai_l_punch_image = pygame.image.load("enemy_left.png")
ai_r_punch_image = pygame.image.load("enemy_right.png")
ai_r_dodge_image = pygame.image.load("enemy_dodge_right.png")
ai_l_dodge_image = pygame.image.load("enemy_dodge_left.png")

为事件设置时钟、滴答和计时器

# Used to manage how fast the screen updates
clock = pygame.time.Clock()
start_time = pygame.time.get_ticks() 

# set timer for the ai movement events
pygame.time.set_timer(ai_uppercut_event, MOVE_UPPERCUT)
pygame.time.set_timer(ai_l_punch_event, MOVE_PUNCH_LEFT)
pygame.time.set_timer(ai_r_punch_event, MOVE_PUNCH_RIGHT)
pygame.time.set_timer(ai_r_dodge_event, MOVE_DODGE_RIGHT)
pygame.time.set_timer(ai_l_dodge_event, MOVE_DODGE_LEFT)

在主事件循环中

# -------- Main Program Loop -----------

paused  = False
running = True

while running:
    # --- Main Event Loop
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    for event in pygame.event.get():

        if event.type == ai_uppercut_event:
            aimovex =+ 80
            activeEnemyImage = ai_uppercut_image

        elif event.type == ai_l_punch_event:
            aimovex =+ 80
            activeEnemyImagee = ai_l_punch_image

        elif event.type == ai_r_punch_event:
            aimovex =- 80
            activeEnemyImage = ai_r_punch_image

        elif event.type == ai_r_dodge_event:
            aimovey =+ 80
            activeEnemyImage = ai_r_dodge_image

        elif event.type == ai_l_dodge_event:
            aimovey =- 80
            activeEnemyImage = ai_l_dodge_image 

        enemy_x += aimovex
        enemy_y += aimovey

        #elif event.type == reloaded_event:
            # when the reload timer runs out, reset it
            #reloaded = True
            #pygame.time.set_timer(reloaded_event, 0)

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False

            if event.key == pygame.K_SPACE:
                paused = not paused

        # --- Event Processing ---

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                movex =- 40
                activeCharacterImage = player_left

            elif event.key == pygame.K_RIGHT:
                movex =+ 40
                activeCharacterImage = player_right

我怀疑您的问题与双事件轮询循环有关:

for event in pygame.event.get():
    if event.type == pygame.QUIT:
        running = False

for event in pygame.event.get():

    if event.type == ai_uppercut_event:
        # ...

因为有两个循环,您经常会在第一个循环中丢失事件,第一个循环只检查它们是否是 QUIT 事件,而忽略所有其他类型的事件。

要解决此问题,请结合两个循环并使用 elif 进行第一个非 QUIT 事件检查:

for event in pygame.event.get():
    if event.type == pygame.QUIT:
        running = False

    elif event.type == ai_uppercut_event:
        # ...