代码未按预期打印碰撞时刻

Code does not print colision moment as expected

澄清一下上下文:

我不确定发生了什么错误。我的代码被构建为使用 pygame 显示 window,其中包含 playerenemy 图像,以及自动滑下屏幕的红色表面。注:此代码包含http://programarcadegames.com/.

中的部分代码

现在我的问题是:

但我想添加一个准确时间的印象当敌人被玩家发射的子弹击中时。 问题在于它在打印时使用 print (currentTime) 与敌人被击中时不同。但是,如果您使用 print(time.time () - startTime),则该时刻将按预期标记。 为了检查这种差异,我使用了 秒表 并从我终端上的 代码执行 开始,直到 大约 7 秒(当我点击并从屏幕上消除敌人时)我得到了两个不同的结果,证实了这个问题的存在。

案例 1(使用 print (currentTime)):开始代码执行并同时在外部某处(例如您的智能手机)启动计时器。在大约 7 秒内击中敌人并将其从屏幕上消灭,同时停止外部计时器。结果:终端通过标记 0.5645756721496582.

之类的内容来接收印象

案例 2(使用 print(time.time () - startTime)):开始代码执行并同时在外部某处(例如您的智能手机)启动计时器。在大约 7 秒内击中敌人并将其从屏幕上消灭,同时停止外部计时器。结果:终端收到类似 7.940780162811279.

的印象标记

我想知道使用print(time.time () - startTime)和使用print(currentTime)时出现分歧的原因是什么。

由于我不是python专家,所以我最终没有使用"good practices"如何编写玩家、子弹和敌人之间的关系逻辑以及它们各自在屏幕上的效果图。但我相信这并不影响我问题本身的合法性。

这是我的有效代码:

import pygame
import random
from pynput.keyboard import Listener, Key
import time

#store start timestamp
startTime = time.time()

# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)

#create window

size = (700, 500)
screen = pygame.display.set_mode(size) 


#class 

currentTime = time.time() - startTime



class Block(pygame.sprite.Sprite):
    """ This class represents the block. """
    def __init__(self, color):
        # Call the parent class (Sprite) constructor
        super().__init__()

        self.image = pygame.Surface([20, 15])
        self.image.fill(color)
        self.image.set_colorkey(BLACK) 
        self.rect = self.image.get_rect()

class Diego(pygame.sprite.Sprite):
      def __init__(self):
          super().__init__()
          self.image = pygame.image.load("player.png").convert()
          self.rect = self.image.get_rect()
class Apple(pygame.sprite.Sprite):
      def __init__(self):
          super().__init__()
          self.image = pygame.image.load("spr11.png").convert()
          self.rect = self.image.get_rect()
          self.image.set_colorkey(BLACK) 
class Bala(pygame.sprite.Sprite):
      def __init__(self):
          super().__init__()
          self.image = pygame.Surface([4, 10])
          self.image.fill(BLACK)
          self.rect = self.image.get_rect()
      def update(self):
         self.rect.y += -3

# Setup
pygame.init()
block_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])

bullet_list = pygame.sprite.Group() 

#def block and include and track in the class Block

#for i in range(50):
#    # This represents a block
#    block = Block(BLUE)

#    # Set a random location for the block
#    block.rect.x = random.randrange(screen_width)
#    block.rect.y = random.randrange(350)

#    # Add the block to the list of objects
#    block_list.add(block)
#    all_sprites_list.add(block)

apple = pygame.image.load("spr11.png").convert()
block = Apple()
player_image = pygame.image.load("player.png").convert()
player = Diego()


block.rect.x = 200
block.rect.y = 200

block_list.add(block)
all_sprites_list.add(block)

# Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# Hide the mouse cursor
x_speed = 0
y_speed = 0

rect_x = 50
rect_y = 50
rect_change_x = 1
rect_change_y = 1
x = 0
y = 0
#player.rect.y = rect_x
#player.rect.y = rect_y
score = 0
# -------- Main Program Loop -----------
while not done:
    x += x_speed
    y += y_speed

    # --- Event Processing
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
#bullet  
        elif event.type == pygame.MOUSEBUTTONDOWN:
            # Fire a bullet if the user clicks the mouse button
            bullet = Bala()
            # Set the bullet so it is where the player is
            bullet.rect.x = x
            bullet.rect.y = y
            # Add the bullet to the lists
            all_sprites_list.add(bullet)
            bullet_list.add(bullet)



            # User pressed down on a key
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                x_speed = -3
            elif event.key == pygame.K_RIGHT:
                x_speed = 3
            elif event.key == pygame.K_UP:
                y_speed = -3
            elif event.key == pygame.K_DOWN:
                y_speed = 3 

        elif event.type == pygame.KEYUP:
            # If it is an arrow key, reset vector back to zero
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                x_speed = 0
            elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
                y_speed = 0


    for bullet in bullet_list:
        block_hit_list = pygame.sprite.spritecollide(bullet, block_list, True)
        for block in block_hit_list:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
            score += 1
            print(score)
            print("BLUE")
            print(time.time() - startTime)
        if bullet.rect.y < -10:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
    all_sprites_list.update()
    # --- Game Logic


    # --- Drawing Code



    # First, clear the screen to WHITE. Don't put other drawing commands
    # above this, or they will be erased with this command.
    screen.fill(WHITE)

#    x += x_speed
#    y += y_speed
    all_sprites_list.draw(screen)
    player_image.set_colorkey(BLACK)
    apple.set_colorkey(BLACK)
    screen.blit(player_image, [x, y])   
    pygame.draw.rect(screen, RED, [rect_x, rect_y, 10, 10]) 
    rect_x += rect_change_x
    rect_y += rect_change_y
    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # Limit frames per second
    clock.tick(60)

# Close the window and quit.
pygame.quit()

我的代码没有按预期工作

import pygame
import random
from pynput.keyboard import Listener, Key
import time

#store start timestamp
startTime = time.time()

# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)

#create window

size = (700, 500)
screen = pygame.display.set_mode(size) 


#class 

currentTime = time.time() - startTime



class Block(pygame.sprite.Sprite):
    """ This class represents the block. """
    def __init__(self, color):
        # Call the parent class (Sprite) constructor
        super().__init__()

        self.image = pygame.Surface([20, 15])
        self.image.fill(color)
        self.image.set_colorkey(BLACK) 
        self.rect = self.image.get_rect()

class Diego(pygame.sprite.Sprite):
      def __init__(self):
          super().__init__()
          self.image = pygame.image.load("player.png").convert()
          self.rect = self.image.get_rect()
class Apple(pygame.sprite.Sprite):
      def __init__(self):
          super().__init__()
          self.image = pygame.image.load("spr11.png").convert()
          self.rect = self.image.get_rect()
          self.image.set_colorkey(BLACK) 
class Bala(pygame.sprite.Sprite):
      def __init__(self):
          super().__init__()
          self.image = pygame.Surface([4, 10])
          self.image.fill(BLACK)
          self.rect = self.image.get_rect()
      def update(self):
         self.rect.y += -3

# Setup
pygame.init()
block_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])

bullet_list = pygame.sprite.Group() 

#def block and include and track in the class Block

#for i in range(50):
#    # This represents a block
#    block = Block(BLUE)

#    # Set a random location for the block
#    block.rect.x = random.randrange(screen_width)
#    block.rect.y = random.randrange(350)

#    # Add the block to the list of objects
#    block_list.add(block)
#    all_sprites_list.add(block)

apple = pygame.image.load("spr11.png").convert()
block = Apple()
player_image = pygame.image.load("player.png").convert()
player = Diego()


block.rect.x = 200
block.rect.y = 200

block_list.add(block)
all_sprites_list.add(block)

# Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# Hide the mouse cursor
x_speed = 0
y_speed = 0

rect_x = 50
rect_y = 50
rect_change_x = 1
rect_change_y = 1
x = 0
y = 0
#player.rect.y = rect_x
#player.rect.y = rect_y
score = 0
# -------- Main Program Loop -----------
while not done:
    x += x_speed
    y += y_speed

    # --- Event Processing
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
#bullet  
        elif event.type == pygame.MOUSEBUTTONDOWN:
            # Fire a bullet if the user clicks the mouse button
            bullet = Bala()
            # Set the bullet so it is where the player is
            bullet.rect.x = x
            bullet.rect.y = y
            # Add the bullet to the lists
            all_sprites_list.add(bullet)
            bullet_list.add(bullet)



            # User pressed down on a key
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                x_speed = -3
            elif event.key == pygame.K_RIGHT:
                x_speed = 3
            elif event.key == pygame.K_UP:
                y_speed = -3
            elif event.key == pygame.K_DOWN:
                y_speed = 3 

        elif event.type == pygame.KEYUP:
            # If it is an arrow key, reset vector back to zero
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                x_speed = 0
            elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
                y_speed = 0


    for bullet in bullet_list:
        block_hit_list = pygame.sprite.spritecollide(bullet, block_list, True)
        for block in block_hit_list:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
            score += 1
            print(score)
            print("BLUE")
            print(currentTime)
        if bullet.rect.y < -10:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
    all_sprites_list.update()
    # --- Game Logic


    # --- Drawing Code



    # First, clear the screen to WHITE. Don't put other drawing commands
    # above this, or they will be erased with this command.
    screen.fill(WHITE)

#    x += x_speed
#    y += y_speed
    all_sprites_list.draw(screen)
    player_image.set_colorkey(BLACK)
    apple.set_colorkey(BLACK)
    screen.blit(player_image, [x, y])   
    pygame.draw.rect(screen, RED, [rect_x, rect_y, 10, 10]) 
    rect_x += rect_change_x
    rect_y += rect_change_y
    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # Limit frames per second
    clock.tick(60)

# Close the window and quit.
pygame.quit()

据我所知,您永远不会更新 currenttime 变量。 所以只需添加

 currentTime = time.time() - startTime

在你的主循环中,它应该可以工作。