我要实现的目标 我正试图让敌人做一系列动作,交换的画面是定时的,并按顺序重复。在
计时不是毫秒吗?在
发生了什么 在很长一段时间后,敌人先做移动,然后长时间暂停图像交换,有时不交换。在
我在运行它时没有得到任何异常或错误。在
另外,当我把userevent添加到keydown事件上面的游戏循环中时,我会打断玩家的移动。在
Github to images and full code 以下是我迄今为止尝试过的最成功的方法
我按顺序创建了所需编号的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
给了敌人ai角色一个起始位置
^{pr2}$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")
为事件设置时钟和时钟
# 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
我怀疑你的问题与你的双重事件轮询循环有关:
因为有两个循环,您的事件通常会丢失到第一个循环,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。在要解决此问题,请组合两个循环并使用
^{pr2}$elif
进行第一个非QUIT
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