如何在一个时间限制后繁殖精灵和如何显示计时器pygam

2024-05-15 22:59:28 发布

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我想在一个特定的时间过去后,或x数量的怪物已经产生,我如何能在屏幕上显示计时器的'老板'精灵。在

Images

Current Code

老板班

class Boss(pygame.sprite.Sprite):
def __init__(self):
    pygame.sprite.Sprite.__init__(self)
    self.image = pygame.transform.scale(boss_img, (150, 200))
    self.image.set_colorkey(Black)
    self.rect = self.image.get_rect()
    self.rect.center = ((Width / 2, -70))
    self.speedy = 1
    self.shoot_delay = 250
    self.last_shot = pygame.time.get_ticks()
    self.hp = 150
    self.dead = False

def update(self):
    if self.hp <= 25:
        self.speedy = 3
    if self.rect.top > Height + 10:
        player.lives = 0

Tags: rectimageselfget数量ifinitdef
1条回答
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1楼 · 发布于 2024-05-15 22:59:28

在pygame中有几种实现计时器的方法。您可以使用pygame.Clock.tick返回的时间来增加或减少计时器变量,使用pygame.time.get_ticks计算时差,或者将自定义事件与pygame.time.set_timer结合使用。在

例1-增量时间:

import sys
import random
import pygame as pg


class Block(pg.sprite.Sprite):

    def __init__(self, pos):
        super().__init__()
        self.image = pg.Surface((40, 40))
        self.image.fill(pg.Color('sienna1'))
        self.rect = self.image.get_rect(topleft=pos)


def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    font = pg.font.Font(None, 30)
    all_sprites = pg.sprite.Group()
    # Delta time is the time that has passed since clock.tick
    # was called the last time.
    dt = 0
    # We'll subtract dt (delta time) from this timer variable.
    timer = 1  # 1 means one second.

    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True

        # Decrease timer to get a countdown.
        timer -= dt
        # When the timer is below or equal to 0, we spawn
        # a new block.
        if timer <= 0:
            all_sprites.add(Block((random.randrange(600),
                                  random.randrange(440))))
            # Reset the countdown timer to one second.
            timer = 1
        all_sprites.update()
        screen.fill(pg.Color('gray15'))
        all_sprites.draw(screen)
        timer_surface = font.render(
            str(round(timer, 3)), True, pg.Color('yellow'))
        screen.blit(timer_surface, (20, 20))

        pg.display.flip()
        # dt = time in seconds that passed since last tick.
        # Divide by 1000 to convert milliseconds to seconds.
        dt = clock.tick(30) / 1000


if __name__ == '__main__':
    pg.init()
    main()
    pg.quit()
    sys.exit()

如果你想只产生1个精灵,你可以添加另一个变量,比如boss_spawned = False,并且只有在boss还没有生成时才更改计时器:

^{pr2}$

或者在生成之后将计时器设置为0,并且仅当计时器为!= 0时才减少计时器。在

if timer != 0:
    timer -= dt
    if timer <= 0:
        all_sprites.add(Block((random.randrange(600),
                               random.randrange(440))))
        timer = 0

例2-pygame.time.get_ticks游戏时间(替换上述主要功能):

def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    font = pg.font.Font(None, 30)
    all_sprites = pg.sprite.Group()
    # Start time.
    now = pg.time.get_ticks()
    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True

        # If the time difference is greater than 1000
        # milliseconds, spawn a block.
        time_difference = pg.time.get_ticks() - now
        if time_difference >= 1000:
            all_sprites.add(Block((random.randrange(600),
                                  random.randrange(440))))
            # Reset the start time.
            now = pg.time.get_ticks()
        all_sprites.update()
        screen.fill(pg.Color('gray15'))
        all_sprites.draw(screen)
        timer_surface = font.render(
            str(time_difference/1000), True, pg.Color('yellow'))
        screen.blit(timer_surface, (20, 20))

        pg.display.flip()
        clock.tick(30)

如果你只想计算杀戮或产生的怪物,你可以增加一个计数器变量,然后在超过某个限制时生成敌人首领。下面的示例只计算鼠标单击次数,并在单击3次后生成一个块。在

def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    font = pg.font.Font(None, 30)
    all_sprites = pg.sprite.Group()
    # We'll just count mouse clicks in this example.
    # You can replace it with the kill count in your game.
    clicks = 0
    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            if event.type == pg.MOUSEBUTTONDOWN:
                clicks += 1

        if clicks >= 3:
            all_sprites.add(Block((random.randrange(600),
                                   random.randrange(440))))
            clicks = 0
        all_sprites.update()
        screen.fill(pg.Color('gray15'))
        all_sprites.draw(screen)
        clicks_surface = font.render(str(clicks), True, pg.Color('yellow'))
        screen.blit(clicks_surface, (20, 20))

        pg.display.flip()
        clock.tick(30)

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