东西沿着这些路线应该工作:停止卡车时达到目标(truck.vel = Vector2(0, 0)
),然后设置其waiting_time
和start_time
属性(我只是做它在__init__
方法在这里)。
import pygame as pg
from pygame.math import Vector2
class Truck(pg.sprite.Sprite):
def __init__(self, pos, waiting_time, *groups):
super().__init__(*groups)
self.image = pg.Surface((50, 30))
self.image.fill(pg.Color('steelblue2'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.waiting_time = waiting_time # In seconds.
self.start_time = pg.time.get_ticks()
def update(self):
current_time = pg.time.get_ticks()
# * 1000 to convert to milliseconds.
if current_time - self.start_time >= self.waiting_time*1000:
# If the time is up, start moving again.
self.vel = Vector2(1, 0)
self.pos += self.vel
self.rect.center = self.pos
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
truck = Truck((70, 70), 4, all_sprites)
truck2 = Truck((70, 300), 2, all_sprites)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
这里的dt
版本:
import pygame as pg
from pygame.math import Vector2
class Truck(pg.sprite.Sprite):
def __init__(self, pos, waiting_time, *groups):
super().__init__(*groups)
self.image = pg.Surface((50, 30))
self.image.fill(pg.Color('steelblue2'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.waiting_time = waiting_time
def update(self, dt):
self.waiting_time -= dt
if self.waiting_time <= 0:
self.vel = Vector2(1, 0)
self.pos += self.vel
self.rect.center = self.pos
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
truck = Truck((70, 70), 4, all_sprites)
truck2 = Truck((70, 300), 2, all_sprites)
done = False
while not done:
dt = clock.tick(30)/1000
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update(dt)
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
if __name__ == '__main__':
pg.init()
main()
pg.quit()
这真的取决于你的代码是如何。通常在pygame中,你有一个带有更新方法的sprite类,它可以在帧之间的时间内正确地更新。如果每个卡车实例都有一个计时器,那么您应该能够使用每个实例计时器来控制它等待的时间,而不会影响其他卡车。也许你应该包括你的卡车类,以及你目前如何更新它们? –
你也可以使用'pygame.time.get_ticks'或clock.tick返回的时间差('dt = clock.tick(fps)')来实现一个计时器(https://stackoverflow.com/questions/) 30720665 /倒计时定时器功能于pygame的)。我希望看到你的代码([mcve])(https://stackoverflow.com/help/mcve)),并请更准确地描述你想实现的目标。 – skrx
@skrx其实,用'get_ticks()'解决。如果你想 - 发表你的评论作为答案,所以我可以接受它 – wasd