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python - 如何在 pygame 中使用 pygame.time.set_timer() ?

转载 作者:行者123 更新时间:2023-12-01 01:16:44 37 4
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我是 python 和 pygame 的新手,正在尝试自学,所以我自然是个菜鸟。现在,我正在尝试编写某种“过场动画”(它只是一个黑屏,带有声音效果和在特定时间播放和显示的文本),可以通过按转义键随时跳过。这是我到目前为止这部分的内容(我还没有添加文本):

def play_crash():
pygame.time.delay(500)
cutsc_crash.play(0)

def play_fwoosh():
pygame.time.delay(2000)
cutsc_fwoosh.play(0, 0, 50)

def play_burn():
pygame.time.delay(2050)
cutsc_fire.play(0, 15000, 0)

def play_run():
pygame.time.delay(2500)
cutsc_run.play()

def intro_cutscene():

pygame.mixer.music.stop()
gameDisplay.fill(black)
pygame.display.update()

Skip_Cut = False
play_audio = True

while not Skip_Cut:
Clock.tick(60)
pygame.key.get_pressed()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
Skip_Cut = True
if event.key == pygame.K_RETURN:
print("in a perfect universe, this would do something more significant.")
if event.type == pygame.QUIT:
print("Ending program.")
pygame.quit()
quit()
if play_audio:
play_crash()
play_fwoosh()
play_burn()
play_run()
play_audio = False
pygame.display.update()

if Skip_Cut:
pygame.display.update()
pygame.mixer.stop()
print("Skipping cutscene...")
print(game_test())

到目前为止,我正在使用 pygame.time.delay() 使声音在播放前等待一段时间,但是当然,这会延迟所有输出的出现,因此不会'实际上,您可以通过按“Esc”键来跳过过场动画,直到播放完所有声音(无论多么简短)。我知道这个问题可以通过使用 pygame.time.set_timer 来解决(或者至少我希望如此)。但是,我一生都无法弄清楚如何准确地使用该命令。

最佳答案

你基本上有两件事要做:

  • 跟踪游戏当前运行的场景。典型场景包括介绍主菜单实际游戏制作人员名单等。
  • 跟踪时间,以便您可以维护一个时间点和要运行的操作的列表。

下面是一个简单的、可运行的示例(请注意注释)。

这个想法是

  • 有一种在场景之间切换的简单方法。这是通过使用 GroupSingle 来完成的,每个场景都有一种方法来启用下一个场景。
  • 拥有一个定时操作列表,并在正确的时间点运行它们

代码如下:

import pygame
import pygame.freetype
import random

# Just a ball that falls down
class Ball(pygame.sprite.Sprite):
def __init__(self, *groups):
super().__init__(*groups)
self.image = pygame.Surface((32, 32))
self.image.set_colorkey((0, 0, 0))
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect()
pygame.draw.circle(self.image, pygame.Color('orange'), self.rect.center, 15)
self.pos = pygame.Vector2(random.randint(0, 200), -10)
self.rect.center = self.pos
self.direction = pygame.Vector2(0, 0.1)

def update(self, events, dt):
self.direction += pygame.Vector2(0, 0.02)
self.pos += self.direction * dt
self.rect.center = self.pos
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.kill()

# The actual game. Well, actually, it does nothing but switching back to the cutscene
class Game(pygame.sprite.Sprite):
def __init__(self, font):
super().__init__()
self.switch = None
self.image = pygame.display.get_surface().copy()
self.image.fill(pygame.Color('darkred'))
font.render_to(self.image, (10, 30), 'playing a game...', fgcolor=pygame.Color('orange'))
self.rect = self.image.get_rect()

def update(self, events, dt):
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE and self.switch:
self.switch()

# the scripted cutscene
class Cutscene(pygame.sprite.Sprite):
def __init__(self, font):
super().__init__()
self.font = font
self.switch = None
self.image = pygame.display.get_surface().copy()
self.back_colors = {-1: pygame.Color('grey12'), 1: pygame.Color('black')}
self.back_color = 1
self.background()
self.rect = self.image.get_rect()
# we keep track of time to know when to do what action
self.timer = 0
self.sprites = pygame.sprite.Group()
# we keep this list of actions, so after 500ms we create the first ball etc
# after 3 seconds, we change the background color etc.
# after 4 seconds, we start all over again
self.org_actions = [
(500, lambda: Ball(self.sprites)),
(600, lambda: Ball(self.sprites)),
(1000, lambda: Ball(self.sprites)),
(2000, lambda: Ball(self.sprites)),
(2100, lambda: Ball(self.sprites)),
(2400, lambda: Ball(self.sprites)),
(3000, lambda: self.switch_background()),
(3200, lambda: Ball(self.sprites)),
(4000, lambda: self.reset_timer())
]
self.actions = self.org_actions

def reset_timer(self):
self.timer = 0
self.actions = self.org_actions

def switch_background(self):
self.back_color *= -1

def background(self):
self.image.fill(self.back_colors[self.back_color])
self.font.render_to(self.image, (10, 30), 'press [ESC] to quit', fgcolor=pygame.Color('white'))

def update(self, events, dt):
# we switch to a different scene when the player presses ESC
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE and self.switch:
self.switch()

# keep track of time
self.timer += dt

# do all actions
for action in [action for action in self.actions if action[0] <= self.timer]:
action[1]()

# remove all actions that are in the past
self.actions = [action for action in self.actions if action[0] > self.timer]

# update our own sprites and draw stuff
self.sprites.update(events, dt)
self.background()
self.sprites.draw(self.image)

def main():
font = pygame.freetype.SysFont(None, 20)
font.origin = True
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
scene = pygame.sprite.GroupSingle()

game = Game(font)
cutscene = Cutscene(font)
game.switch = lambda: scene.add(cutscene)
cutscene.switch = lambda: scene.add(game)
scene.add(cutscene)
dt = 0

while True:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
return
screen.fill((200,200,200))
scene.draw(screen)
pygame.display.update()
scene.update(events, dt)
dt = clock.tick(60)

if __name__ == '__main__':
pygame.init()
main()

enter image description here

<小时/>

如果你想了解更多关于pygame.time.set_timer的信息,你可以看看 this answer .

关于python - 如何在 pygame 中使用 pygame.time.set_timer() ?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54280545/

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