在Pygame事件循环中重复定时USEREVENT序列

2024-05-23 15:35:20 发布

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enemy ai chart

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

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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

Tags: imageeventiftimetypeloadpygameai
1条回答
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1楼 · 发布于 2024-05-23 15:35:20

我怀疑你的问题与你的双重事件轮询循环有关:

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elif进行第一个非QUIT事件检查:

^{pr2}$

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