5

首先,我在网上搜索了这个网站的解决方案,而我尝试过的那些都不起作用,所以我决定发布我的个人问题和代码。该程序是使用 Python 3.2.2 和对应的 pygame 兼容版本创建的。我还意识到一种更有效的方法是使用精灵、精灵组和“脏矩形”更新,但我无法转换程序,所以我将继续没有这些功能的额外好处。

问题:留下“小行星”移动的污迹痕迹。
假设:背景被粘贴到屏幕上,而小行星被粘贴到背景上。

请回复-顺便说一句,我是来自澳大利亚的高中生:D

import pygame
import random
import math
pygame.init()

height = 550
width = 750
screen = pygame.display.set_mode((width, height))
background = pygame.image.load("Planet.jpg")
Clock = pygame.time.Clock()


class asteroid(pygame.sprite.Sprite):
    def __init__(self, x, y, size):
        pygame.sprite.Sprite.__init__(self)
        self.x = x
        self.y = y
        self.size = 15
        self.speed = 0.0
        self.angle = 0
        self.colour = (171, 130, 255)
        self.thickness = 0

def display(self):
     pygame.draw.circle(background, self.colour, (int(self.x),int(self.y)), self.size, self.thickness)

     pygame.draw.circle(background, (255, 255, 255), (int(self.x),int(self.y)), self.size, 1)

def move(self):
    self.x += math.sin(self.angle) * self.speed
    self.y -= math.cos(self.angle) * self.speed

def boundaries(self):
    if self.x > width - self.size:
        self.x = 0 + self.size
    elif self.x < self.size:
        self.x = width - self.size
    if self.y > height - self.size:
        self.y = 0 + self.size
    elif self.y <self.size:
        self.y = height - self.size




num_target = 5
my_particles = []
num_particles = len(my_particles)
while num_particles < 5:
    for n in range(num_target):
        size = 20
        x = random.randint(size, height - size)
        y = random.randint(size, width - size)
        target = asteroid(x, y, size)
        target.speed = random.uniform(1.0, 1.0)
        target.angle = random.uniform(0, math.pi*2)
        my_particles.append(target)
        num_particles = num_particles + 1


def main():
    pygame.display.set_caption("Anyu's Game")
    screen.blit(background, (0,0))
    pygame.display.update()
    score = (pygame.time.get_ticks()/1000)
    print (score)


while True:
    pygame.display.update()
    screen.blit(background, (0,0))
    MouseP = pygame.mouse.get_pos()
    frames = Clock.get_fps
    pygame.mouse.set_visible
    score = (pygame.time.get_ticks()/1000)
    print (score)
    print (MouseP)
    for target in my_particles:
        target.move()
        target.boundaries()
        target.display()
        pygame.display.update()


    for event in pygame.event.get():

        if event.type == pygame.QUIT:
            pygame.quit();

if __name__=='__main__':
    main()
4

2 回答 2

4

基本上,你是对的!圆圈直接绘制到背景上,每次绘制新圆圈时,旧圆圈仍然存在。导致污迹/痕迹。

您可以在您的方法中更改background为。这将解决它。screendraw

但确实值得Sprite按预期使用这些类。我对您的代码进行了一些更改,以便为您切换。通过这些更改,它可以毫无痕迹地运行 :)

以下是更改和说明:

在顶部附近添加:

#Create a new `pygame.Surface`, and draw a circle on it, then set transparency:
circle = pygame.Surface((30,30))
circle = circle.convert()
pygame.draw.circle(circle, (171, 130, 255), (int(15),int(15)), 15, 0)
circle.set_colorkey(circle.get_at((0, 0)), pygame.RLEACCEL)

将此添加到asteroid,__init__方法中:

#Sets the asteroid image, and then the asteroids co-ords (these are in `rect`)
        self.image = circle
        self.rect = self.image.get_rect()

将此添加到末尾def move(self):

        self.rect[0] = self.x
        self.rect[1] = self.y

改变:

my_particles = []

到:

#This is a special pygame container class, it has a draw() method that tracks changed areas of the screen.
my_particles = pygame.sprite.RenderUpdates()

改变:

my_particles.append(target)

到:

my_particles.add(target)

改变:

while True:
    pygame.display.update()
    screen.blit(background, (0,0))
    MouseP = pygame.mouse.get_pos()
    frames = Clock.get_fps
    pygame.mouse.set_visible
    score = (pygame.time.get_ticks()/1000)
    print (score)
    print (MouseP)
    for target in my_particles:
        target.move()
        target.boundaries()
        target.display()
        pygame.display.update()

到:

#initial screen draw:
screen.blit(background, (0,0))
pygame.display.update()
while True:
    #remove previous drawn sprites and replaces with background:
    my_particles.clear(screen, background)
    MouseP = pygame.mouse.get_pos()
    frames = Clock.get_fps
    pygame.mouse.set_visible
    score = (pygame.time.get_ticks()/1000)
    print (score)
    print (MouseP)
    for target in my_particles:
        target.move()
        target.boundaries()
    #draws changed sprites to the screen:
    pygame.display.update(my_particles.draw(screen))

删除display不再需要的方法。

这也将比您之前的代码运行得更快,因为绘制某些东西所花费的时间与绘图区域的大小成正比,并且以前它每次都绘制整个背景 - 现在它只绘制精灵和更改背景!

希望这可以帮助 :)

于 2012-05-05T12:30:39.347 回答
0

这已经有了答案,但这可能比其他方法有用。确保当您将图像传送到屏幕上时,在传送完所有内容后翻转显示。我会考虑制作一个 draw() 函数,如下所示:

def draw(self):

    # Blit images
    self.screen.blit(image)

    # Flip display
    pygame.display.flip()

这将每帧翻转显示,然后绘制没有轨迹的下一帧。

还有快速注意事项,记得在添加更多图像后做image = pygame.image.load(image).convert or .convert_alpha()其他事情,游戏会变慢。此外,如果您这样做,import pygame as pg您不必pygame每次都输入,而是只需输入pg.

于 2021-02-26T07:53:15.090 回答