Tkinter...太空入侵者...敌人移动
我正在用Tkinter开发一个简单的太空入侵者游戏。目前我在想办法让敌人以一定的速度向下移动一整行……当我把move_enemy()
里的速度设置为1000毫秒时,游戏就开始卡顿了。非常感谢大家的帮助。
from tkinter import *
# creates window
window = Tk()
size = window.winfo_screenheight()
window.title("This is a window")
# set up geometry using string formatting operator %
window.geometry("%dx%d+%d+%d" % (1000, 1000, 10, 10))
window.update()
# creates canvas
global canvas
canvas = Canvas(window, bg='green')
# pack is a layout manager
canvas.pack(fill=BOTH, expand=1)
canvas.update()
canvas.create_rectangle(0, 1000, 1000, 0, fill="orange", width=10, outline="white", tag="border")
def shooting():
global loaded_gun
c = canvas.coords("player")
canvas.create_line(c[0],c[1] + 20,c[2],c[3],width=5,fill="yellow",tag="shot")
loaded_gun = 0
def move_shot(name):
canvas.after(50)
canvas.move(name,0,-20)
canvas.update()
def on_key_press(event):
global canvas,loaded_gun
c = canvas.coords("player")
if event.keysym == 'Left' and c[0] > 0:
canvas.move("player", -20,0)
elif event.keysym == 'Right' and c[2] < 1000:
canvas.move("player", 20, 0)
elif event.keysym == 'space':
if loaded_gun == 1:
shooting()
elif event.keysym == 'Shift_L':
loaded_gun = 1
canvas.delete("shot")
def draw_enemy():
c = [100,100,170,170]
inc = 100
for x in range(0,8):
for y in range(0,4):
canvas.create_rectangle(c[0] + inc * x,c[1] + inc * y,c[2] + inc * x,c[3] + inc * y,fill="red",tag="enemy")
def move_enemy():
canvas.after(1000)
canvas.move("enemy",0,20)
canvas.create_line(500, 950,500,1000, width=15, fill="red",tag="player")
loaded_gun = 1
draw_enemy()
while True:
move_shot("shot")
move_enemy()
canvas.bind_all('<Key>', on_key_press)
window.mainloop()
1 个回答
0
Tkinter书籍: Widget的after方法
你也可以不写回调函数。如果不写,这个方法就会等待你指定的毫秒数,而不会处理任何事件(这和使用time.sleep(delay_ms*0.001)是一样的)。
所以 canvas.after(1000)
(没有第二个参数)就像 time.sleep(1)
一样,会让整个程序暂停1秒钟(1000毫秒)。
编辑:
from tkinter import *
# creates window
window = Tk()
size = window.winfo_screenheight()
window.title("This is a window")
# set up geometry using string formatting operator %
window.geometry("%dx%d+%d+%d" % (1000, 1000, 10, 10))
window.update()
# creates canvas
global canvas
canvas = Canvas(window, bg='green')
# pack is a layout manager
canvas.pack(fill=BOTH, expand=1)
canvas.update()
canvas.create_rectangle(0, 1000, 1000, 0, fill="orange", width=10, outline="white", tag="border")
def shooting():
global loaded_gun
c = canvas.coords("player")
canvas.create_line(c[0],c[1] + 20,c[2],c[3],width=5,fill="yellow",tag="shot")
loaded_gun = 0
move_shot("shot") # furas
def move_shot(name):
canvas.move(name,0,-20)
canvas.update()
window.after(50, move_shot, "shot") # furas
def on_key_press(event):
global canvas, loaded_gun
c = canvas.coords("player")
if event.keysym == 'Left' and c[0] > 0:
canvas.move("player", -20,0)
elif event.keysym == 'Right' and c[2] < 1000:
canvas.move("player", 20, 0)
elif event.keysym == 'space':
if loaded_gun == 1:
shooting()
elif event.keysym == 'Shift_L':
loaded_gun = 1
canvas.delete("shot")
def draw_enemy():
c = [100,100,170,170]
inc = 100
for x in range(0,8):
for y in range(0,4):
canvas.create_rectangle(c[0] + inc * x,c[1] + inc * y,c[2] + inc * x,c[3] + inc * y,fill="red",tag="enemy")
def move_enemy():
canvas.move("enemy",0,20)
window.after(1000, move_enemy) # furas
canvas.create_line(500, 950,500,1000, width=15, fill="red",tag="player")
loaded_gun = 1
draw_enemy()
window.bind_all('<Key>', on_key_press) # furas
#move_shot() # furas
move_enemy() # furas
window.mainloop()