在 Pygame 中使 Circle 正确显示在屏幕上时出现问题

Problem with making Circle properly appear on screen in Pygame

我觉得我对Pygame的理解有点薄弱。对于代码的复杂性(因为这是老师给出的)或我如何至少使障碍可见的任何帮助,我将不胜感激。

def draw(screen, background, boids, obstaclearray):
    
    #redrawing the whole window
    
    boids.clear(screen, background)
    dirty = boids.draw(screen)
    for element in obstaclearray:
        pygame.draw.circle(screen, (255,255,255), (element.x, element.y), element.radius)

    pygame.display.update(dirty)

上面是我实际画图并尝试画圆的地方。 CircularObstacle class 是一个非常简单的 class,看起来像这样:

import pygame
class CircularObstacle():
    def __init__(self, x, y, radius): #MAYBE ADD A SIZE 
        self.x = x
        self.y = y
        self.radius = radius

问题是当小鸟经过圆圈时,圆圈只画自己,这真的很奇怪。我认为这与 pygame 的设置方式以及表面和所有内容有关,所以下面是 main 中的所有代码。当然障碍没有按预期工作,但我计划稍后修复,首先我想至少得到一个圆圈来显示。 以下是我的完整代码,因为我认为这对解决问题至关重要:

import pygame
from pygame.locals import *
import argparse
import sys
from boid import Boid 
from Obstacle import CircularObstacle



def add_boids(boids,num_boids):
    for boid in range (num_boids):
        boids.add(Boid())
        
        


def update(dt, boids):
    
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit(0)
        elif event.type == KEYDOWN:
            mods = pygame.key.get_mods()
            if event.key == pygame.K_q:
                # quit
                pygame.quit()
                sys.exit(0)
            elif event.key == pygame.K_UP:
                # add boids
                if mods & pygame.KMOD_SHIFT:
                    add_boids(boids, 100)
                else:
                    add_boids(boids, 10)
            elif event.key == pygame.K_DOWN:
                # remove boids
                if mods & pygame.KMOD_SHIFT:
                    boids.remove(boids.sprites()[:100])
                else:
                    boids.remove(boids.sprites()[:10])

    
    #ADD STUFF LIKE THE SLIDER AND STUFF
    
    for b in boids:
        b.update(dt, boids)
        

def draw(screen, background, boids, obstaclearray):
    
    #redrawing the whole window
    
    boids.clear(screen, background)
    dirty = boids.draw(screen)
    for element in obstaclearray:
        pygame.draw.circle(screen, (255,255,255), (element.x, element.y), element.radius)

    pygame.display.update(dirty)
    
    
    
 
default_boids = 0
default_geometry = "1000x1000"

# Initialise pygame.
pygame.init()



pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP])

# keep a good framerate so the graphics are better
fps = 60.0
fpsClock = pygame.time.Clock()

# Set up pygamme window
window_width, window_height = 800,600
flags = DOUBLEBUF

screen = pygame.display.set_mode((window_width, window_height), flags)
screen.set_alpha(None)
background = pygame.Surface(screen.get_size()).convert()
background.fill(pygame.Color('black'))

boids = pygame.sprite.RenderUpdates()


add_boids(boids, default_boids)

obstaclearray = []
defaultcircleobstacle = CircularObstacle(200,200,13)
obstaclearray.append(defaultcircleobstacle)
#The "game loop"
dt = 1/fps  # here dt means the amount of time elapsed since the last frame 

#it seems like thie is a forever loop but in reality this is not since in the update method we provide functinality to quit the program
while True:
    update(dt, boids)
    draw(screen, background, boids, obstaclearray)
    dt = fpsClock.tick(fps)   

当您调用 pygame.display.update() 时,您有 2 个选项。您可以不带任何参数调用它。在这种情况下,整个屏幕都会更新。

pygame.display.update()

或者用需要更新的矩形区域列表来调用它。在这种情况下,只会更新矩形区域。

pygame.display.update(rect_list) 

您选择了第二个选项,但是绘制圆圈的区域不在 dirty 列表中,因此不会更新这些区域。

pygame.display.update(dirty)

pygame.display.update() 更新整个屏幕或将圆圈区域添加到 dirty 列表:

def draw(screen, background, boids, obstaclearray):
    
    boids.clear(screen, background)
    dirty = boids.draw(screen)
    for element in obstaclearray:
        dirty_rect = pygame.draw.circle(screen, (255,255,255), (element.x, element.y), element.radius)
        dirty.append(dirty_rect)

    pygame.display.update(dirty)