刷新 Pygame window 将 Sprite 之前的位置显示为背景屏幕的一部分
Refreshed Pygame window shows Sprite's previous location as a part of the background screen
下面我有一个格斗游戏,一旦玩家被推出屏幕,游戏就会结束并可以选择重新开始。我的问题是,在重新开始后,无论获胜者站在哪里,克隆(或图章、图像、幽灵或 blit)都会永久保留(即使在多个 rounds/deaths 之后)。我需要修复什么才能正确地重新填充旧位置的背景?我试过在几个地方添加 screen.fill()
无济于事。
class Game:
def __init__(self):
self.all_sprites = pg.sprite.Group()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
self.playing = True
def new(self):
# RESET PLAYERS
self.player1 = Player(self, 2, FLOOR, RED)
self.player2 = Player(self, 7, FLOOR, BLUE)
return z.run()
def run(self):
# LOOP
while self.playing:
self.events()
self.update()
self.draw()
def events(self):
# INPUT
for event in pg.event.get():
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
pg.quit()
sys.exit()
# MOVE
if event.key == pg.K_a:
self.player1.move(dx=-1)
if event.key == pg.K_RIGHT:
self.player2.move(dx=1)
# DIE
if z.player1.x < 0:
return z.encore()
def update(self):
# CHANGE INTERNAL PLAYER DATA
self.all_sprites.update()
def draw(self):
# CHANGE PLAYER PHENOMENA
z.screen.fill(BACKGROUND)
z.all_sprites.draw(z.screen)
pg.display.flip()
def encore(self):
# PLAY AGAIN?
curtain = True
while curtain:
z.screen.fill(RED)
for event in pg.event.get():
if event.type == pg.KEYDOWN:
return z.new()
z = Game()
z.new()
在我的播放器下方 class:
class Player(pg.sprite.Sprite):
def __init__(self, game, x, y, color):
self.groups = game.all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.fill(color)
self.rect = self.image.get_rect()
self.x = x
self.y = y
def move(self, dx=0):
self.x += dx
def update(self):
self.rect.x = int(self.x * TILESIZE)
self.rect.y = int(self.y * TILESIZE)
编程新手;希望包含所有这些代码并不过分;信不信由你,这实际上花了我很长时间才将它减少到 100 行以下。谢谢您的宝贵时间!
发生这种情况是因为 all_sprites
变量在每个游戏实例后都没有被重置。因此,即使没有连接到 Player
,上一个游戏的精灵仍在绘制。这个可以用Group.empty()
函数来解决,比如:
def encore(self):
# PLAY AGAIN?
curtain = True
while curtain:
z.screen.fill(RED)
for event in pg.event.get():
if event.type == pg.KEYDOWN:
self.all_sprites.empty()
return z.new()
此外,z.screen.fill(RED)
似乎没有效果,因为在循环期间显示没有更新。这可以通过在
之后添加pg.display.flip()
来解决。
下面我有一个格斗游戏,一旦玩家被推出屏幕,游戏就会结束并可以选择重新开始。我的问题是,在重新开始后,无论获胜者站在哪里,克隆(或图章、图像、幽灵或 blit)都会永久保留(即使在多个 rounds/deaths 之后)。我需要修复什么才能正确地重新填充旧位置的背景?我试过在几个地方添加 screen.fill()
无济于事。
class Game:
def __init__(self):
self.all_sprites = pg.sprite.Group()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
self.playing = True
def new(self):
# RESET PLAYERS
self.player1 = Player(self, 2, FLOOR, RED)
self.player2 = Player(self, 7, FLOOR, BLUE)
return z.run()
def run(self):
# LOOP
while self.playing:
self.events()
self.update()
self.draw()
def events(self):
# INPUT
for event in pg.event.get():
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
pg.quit()
sys.exit()
# MOVE
if event.key == pg.K_a:
self.player1.move(dx=-1)
if event.key == pg.K_RIGHT:
self.player2.move(dx=1)
# DIE
if z.player1.x < 0:
return z.encore()
def update(self):
# CHANGE INTERNAL PLAYER DATA
self.all_sprites.update()
def draw(self):
# CHANGE PLAYER PHENOMENA
z.screen.fill(BACKGROUND)
z.all_sprites.draw(z.screen)
pg.display.flip()
def encore(self):
# PLAY AGAIN?
curtain = True
while curtain:
z.screen.fill(RED)
for event in pg.event.get():
if event.type == pg.KEYDOWN:
return z.new()
z = Game()
z.new()
在我的播放器下方 class:
class Player(pg.sprite.Sprite):
def __init__(self, game, x, y, color):
self.groups = game.all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.fill(color)
self.rect = self.image.get_rect()
self.x = x
self.y = y
def move(self, dx=0):
self.x += dx
def update(self):
self.rect.x = int(self.x * TILESIZE)
self.rect.y = int(self.y * TILESIZE)
编程新手;希望包含所有这些代码并不过分;信不信由你,这实际上花了我很长时间才将它减少到 100 行以下。谢谢您的宝贵时间!
发生这种情况是因为 all_sprites
变量在每个游戏实例后都没有被重置。因此,即使没有连接到 Player
,上一个游戏的精灵仍在绘制。这个可以用Group.empty()
函数来解决,比如:
def encore(self):
# PLAY AGAIN?
curtain = True
while curtain:
z.screen.fill(RED)
for event in pg.event.get():
if event.type == pg.KEYDOWN:
self.all_sprites.empty()
return z.new()
此外,z.screen.fill(RED)
似乎没有效果,因为在循环期间显示没有更新。这可以通过在
pg.display.flip()
来解决。