为什么 PyGame 在延迟或睡眠之前不在窗口中绘制? [英] Why doesn't PyGame draw in the window before the delay or sleep?

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问题描述

我正在制作乒乓球游戏.当任何一个分数达到 10 时,它应该在屏幕上放一些文字,并说右边的玩家赢了或左边的玩家赢了.但是,在我的程序中,它不起作用.当它必须显示左右玩家获胜的文本时,它不会显示.但它适用于其他一切.代码如下:

I am working on a pong game. When either of the scores hit 10, it is supposed to put up some text on the screen and say the right player has won or left player has won. However, in my program, it isn't working. When it has to show the text that the right or left player has won, it doesn't show it. But it works for everything else. Here is the code:

# Importing libraries
import pygame
import random
import time

# Initializing PyGame
pygame.init()

# Setting a window name
pygame.display.set_caption("Ping Pong")

# Creating a font
pygame.font.init()
font = pygame.font.SysFont(None, 30)
pong_font = pygame.font.SysFont("comicsansms", 75)

# Set the height and width of the screen
window_width = 700
window_height = 500
size = [window_width, window_height]
game_win = pygame.display.set_mode(size)
game_win2 = pygame.display.set_mode(size)


# Creating a messaging system
def message(sentence, color, x, y, font_type, display):
    sentence = font_type.render(sentence, True, color)
    display.blit(sentence, [x, y])


# Creating colors
white = (225, 225, 225)
black = (0, 0, 0)
gray = (100, 100, 100)

# Setting up ball
ball_size = 25


class Ball:
    """
    Class to keep track of a ball's location and vector.
    """

    def __init__(self):
        self.x = 0
        self.y = 0
        self.change_x = 0
        self.change_y = 0


def make_ball():
    ball = Ball()
    # Starting position of the ball.
    ball.x = 350
    ball.y = 250

    # Speed and direction of rectangle
    ball.change_x = 5
    ball.change_y = 5

    return ball


def main():
    # Scores
    left_score = 0
    right_score = 0

    pygame.init()

    # Loop until the user clicks the close button.
    done = False

    ball_list = []

    ball = make_ball()
    ball_list.append(ball)

    # Right paddle coordinates
    y = 200
    y_change = 0
    x = 50
    # Left paddle coordinates
    y1 = 200
    y1_change = 0
    x1 = 650

    while not done:
        
        # --- Event Processing
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w:
                    y_change = -7

                elif event.key == pygame.K_s:
                    y_change = 7

                elif event.key == pygame.K_UP:
                    y1_change = -7

                elif event.key == pygame.K_DOWN:
                    y1_change = 7

            elif event.type == pygame.KEYUP:
                y_change = 0
                y1_change = 0

        y += y_change
        y1 += y1_change

        # Preventing from letting the paddle go off screen
        if y > window_height - 100:
            y -= 10
        if y < 50:
            y += 10
        if y1 > window_height - 100:
            y1 -= 10
        if y1 < 50:
            y1 += 10

        # Logic
        for ball in ball_list:
            # Move the ball's center
            ball.x += ball.change_x
            ball.y += ball.change_y

            # Bounce the ball if needed
            if ball.y > 500 - ball_size or ball.y < ball_size:
                ball.change_y *= -1
            if ball.x > window_width - ball_size:
                ball.change_x *= -1
                left_score += 1
            if ball.x < ball_size:
                ball.change_x *= -1
                right_score += 1

            ball_rect = pygame.Rect(ball.x - ball_size, ball.y - ball_size, ball_size * 2, ball_size * 2)

            left_paddle_rect = pygame.Rect(x, y, 25, 75)
            if ball.change_x < 0 and ball_rect.colliderect(left_paddle_rect):
                ball.change_x = abs(ball.change_x)

            right_paddle_rect = pygame.Rect(x1, y1, 25, 75)
            if ball.change_x > 0 and ball_rect.colliderect(right_paddle_rect):
                ball.change_x = -abs(ball.change_x)
                            
            # Here is the where the messaging system doesn't work, I don't know why! It works fine for everything else
            if right_score == 10:
                message("RIGHT PLAYER HAS WON!!", white, 300, 200, font, game_win)
                time.sleep(5)
                pygame.quit()
                quit()
            elif left_score == 10:
                message("LEFT PLAYER HAS WON!!", white, 300, 200, font, game_win)
                time.sleep(5)
                pygame.quit()
                quit()
        # Drawing
        # Set the screen background
        game_win.fill(black)

        # Draw the balls
        for ball in ball_list:
            pygame.draw.circle(game_win, white, [ball.x, ball.y], ball_size)

        # Creating Scoreboard
        message("Left player score: " + str(left_score), white, 10, 10, font, game_win)
        message("Right player score: " + str(right_score), white, 490, 10, font, game_win)

        # Drawing a left paddle
        pygame.draw.rect(game_win, white, [x, y, 25, 100])
        # Drawing a right paddle
        pygame.draw.rect(game_win, white, [x1, y1, 25, 100])

        # Setting FPS
        FPS = pygame.time.Clock()
        FPS.tick(60)

        # Updating so actions take place
        pygame.display.flip()


while True:
    game_win2.fill(black)
    pygame.event.get()
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    message("Pong", white, 280, 100, pong_font, game_win2)
    if 150 + 100 > mouse[0] > 150 and 350 + 50 > mouse[1] > 350:
        pygame.draw.rect(game_win, gray, [150, 350, 100, 50])
        if click[0] == 1:
            break
    else:
        pygame.draw.rect(game_win, white, [150, 350, 100, 50])

    if 450 + 100 > mouse[0] > 450 and 350 + 50 > mouse[1] > 350:
        pygame.draw.rect(game_win, gray, [450, 350, 100, 50])
        if click[0] == 1:
            pygame.quit()
            quit()
    else:
        pygame.draw.rect(game_win, white, [450, 350, 100, 50])

    message("Start", black, 175, 367, font, game_win2)
    message("Quit", black, 475, 367, font, game_win2)

    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # Wrap-up
    # Limit to 60 frames per second
    clock = pygame.time.Clock()
    clock.tick(60)

if __name__ == "__main__":
    main()

我加了一点注释,是:"#这里是消息系统不工作的地方,不知道为什么!它适用于其他一切".现在,当有人得分 10 分时,什么也没有发生.它=等待几秒钟.这样您就可以阅读左方玩家获胜"了.或正确的玩家赢了"在程序关闭之前.但它根本没有出现!我不知道为什么!有人可以帮忙吗?

I have added a little comment, it is: "# Here is the where the messaging system doesn't work, I don't know why! It works fine for everything else". Now when someone scores 10 points, Nothing happens. Its= wait for a couple of seconds. That is so you can read the "Left player has won" or "Right player has won" before the program closes. But it simply doesn't show up! I don't know why! Can someone help with this?

推荐答案

仅当 pygame.display.update()pygame.display.flip()叫做.请参阅pygame.display.flip():

这将更新整个显示的内容.

This will update the contents of the entire display.

此外,您必须使用 pygame.event.pump(),在显示更新在窗口中可见之前.

Further you've to handles the events with pygame.event.pump(), before the update of the display becomes visible in the window.

参见pygame.event.pump():

对于游戏的每一帧,您都需要对事件队列进行某种调用.这可确保您的程序可以在内部与操作系统的其余部分进行交互.

For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.

如果您想显示文本并延迟游戏,那么您必须更新显示并处理事件.

If you want to display a text and delay the game, then you've to update the display and handle the events.

编写一个函数来延迟游戏并更新显示.我建议使用 pygame.time 模块实现延迟(例如 pygame.time.delay())

Write a function which delays the game and updates the display. I recommend to use the pygame.time module to implement the delay (e.g. pygame.time.delay())

def update_and_wait(delay):
    pygame.display.flip()
    pygame.event.pump()
    pygame.time.delay(delay * 1000) # 1 second == 1000 milliseconds

或者甚至实现一个函数,它自己的事件循环来保持应用程序响应.通过 pygame.time.get_ticks() 测量时间:

Or even implement a function which its own event loop to keep the application responding. Measure the time by pygame.time.get_ticks():

def update_and_wait(delay):
    start_time = pygame.time.get_ticks()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                print("auit")
                pygame.quit()
                return False
        if pygame.time.get_ticks() >= start_time + delay * 1000: 
            break
    return True

在应用程序中使用函数:

Use the function in the application:

def main():
    # [...]

    while not done:
        # [...]

        for ball in ball_list:
            # [...]

            if right_score == 0:
                message_wait("RIGHT PLAYER HAS WON!!", white, 300, 200, font, game_win)
                update_and_wait(5)
                quit()
            elif left_score == 0:
                message_wait("LEFT PLAYER HAS WON!!", white, 300, 200, font, game_win)
                update_and_wait(5)
                quit()

这篇关于为什么 PyGame 在延迟或睡眠之前不在窗口中绘制?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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