(Pygame).blit在运行时不会显示

2024-07-03 06:49:28 发布

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所以我尝试创建一个计时器,当游戏运行时,游戏运行的秒数会显示在我的pygame窗口中。但由于某种原因,它似乎不起作用。我不太清楚到底是什么问题。你知道吗

第35-44行是定时器功能的所在。。。 第71行是显示时间的地方。。。你知道吗


import pygame

pygame.init()
pygame.font.init()

FPS = 60
fpsClock = pygame.time.Clock()

time = 10

WHITE = (255,255,255)

dimension = [936, 520]

SCREEN = pygame.display.set_mode(dimension)

font = pygame.font.Font("8-BIT WONDER.TTF",16)

gameEnd= False

#Images
blacksmith = pygame.image.load("blacksmith.png")
blacksmith = pygame.transform.scale(blacksmith,(144,144))

background = pygame.image.load("background_img.png")

#Positions
blacksmith_position = [400,275]

anvil_position = [0,0]

song = pygame.mixer.music.load("Pixelland.mp3")
pygame.mixer.music.play(0, 0.0)

#Time
get_time = True

#Clock
while get_time == True:
    time = pygame.time.get_ticks() / 1000
    pygame.time.delay(1000)

display_time = font.render(time, True, WHITE)

#Game Loop

while not gameEnd:
   for event in pygame.event.get():
      if event.type == pygame.QUIT:
          gameEnd = True



    #Player Controls

   keys = pygame.key.get_pressed()

   if keys[pygame.K_F11]:
       pygame.display.toggle_fullscreen()

   if keys[pygame.K_LEFT]:
       blacksmith_position[0] = max(95, blacksmith_position[0] - 12)

   if keys[pygame.K_RIGHT]:
       blacksmith_position[0] = min(685, blacksmith_position[0] + 12)



   SCREEN.blit(background, (0, 0))
   SCREEN.blit(blacksmith,(blacksmith_position))
   SCREEN.blit(display_time, (70,10))
   pygame.display.update()
   fpsClock.tick(FPS)

pygame.quit()
quit()

Tags: eventtruegetiftimedisplaypositionload
1条回答
网友
1楼 · 发布于 2024-07-03 06:49:28

运行while get_time == True:可以停止一切。它一直在运行。你知道吗

您只能有一个一直运行的while循环(无限循环)-mainloop。你知道吗

工作示例(无位图和字体文件)

import pygame

#  - constants  -

FPS = 60

WHITE = (255, 255, 255)
BLACK = (  0,   0,   0)

DIMENSION = (936, 520)

#  - classes  -
# empty

#  - functions  -
# empty

#  - main  -

# - init -    

pygame.init()
#pygame.font.init() # pygame.init() should run `pygame.font.init()` automatically
screen = pygame.display.set_mode(DIMENSION)

# - resources - 

font = pygame.font.Font(None, 16)

# - mainloop -

fps_clock = pygame.time.Clock()
game_end = False

while not game_end:

    # - events -

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            game_end = True
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_F11
                pygame.display.toggle_fullscreen()

    #keys = pygame.key.get_pressed()

    #if keys[pygame.K_F11]:
    #    pygame.display.toggle_fullscreen()

    # - updates (without draws) -

    # render current time
    cur_time = pygame.time.get_ticks() / 1000
    display_time = font.render(str(cur_time), True, WHITE)

    # - draws (without updates) -

    screen.fill(BLACK)
    screen.blit(display_time, (70,10))
    pygame.display.update()

    # - FPS -

    fps_clock.tick(FPS)

# - end -

pygame.quit()
#quit() # doesn't need it

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