如何在 pygame 中设置等待对象而不冻结其他对象

How to set waits for object in pygame without freezing other objects

假设我有 class 辆卡车。这种 class 有很多实例,在到达特定点实例时应该 "unload" 它是货物 - 简单地在 N 秒内不动,而其他卡车应该继续移动,除非它们到达卸货点。

我通过将运动矢量设置为 (0,0) 然后将其重置回原始来完成停止部分。

但是怎么等N秒不冻其他车呢?根据我目前的发现,我认为我需要以某种方式应用 pygame.time.set_timer,但这对我来说真的很困惑。

按照这些思路应该可行:在达到目标时停止卡车 (truck.vel = Vector2(0, 0)),然后设置其 waiting_timestart_time 属性(我只是在__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()

这是 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()