使用时钟的Pygame延迟问题

如何解决使用时钟的Pygame延迟问题

我用pygame制作了一个蛇游戏,并且效果很好。但是,有时它对用户输入的响应不是很好。我正在使用时钟和延迟来设置蛇应该移动多快。

移动代码:

pygame.time.delay(1)
clock.tick(7)
player.move()
render_screen()

渲染屏幕:

screen.fill((0,0))
draw_grid()
player.draw()
food.draw()
screen.fill((0,0),(0,513,512,50))
start.draw()
screen.blit(comic_font.render('Score: ' + str(score),False,(255,100,0)),(10,size + 5))
pygame.display.update()

完整代码:

import pygame
import random

pygame.init()


class Snake:
    def __init__(self,x,y):
        self.x = x
        self.y = y
        self.speed_x = 1
        self.speed_y = 0
        segments = []
        for a in range(1,4):
            segments.append(Segment(self.x - a,self.y))
        self.segments = segments

    def move(self):
        global score,game_mode
        # handle key inputs
        keys = pygame.key.get_pressed()
        for key in keys:
            if self.speed_x == 0:
                if keys[pygame.K_a]:
                    self.speed_x = -1
                    self.speed_y = 0
                if keys[pygame.K_d]:
                    self.speed_x = 1
                    self.speed_y = 0
            elif self.speed_y == 0:
                if keys[pygame.K_w]:
                    self.speed_x = 0
                    self.speed_y = -1
                if keys[pygame.K_s]:
                    self.speed_x = 0
                    self.speed_y = 1

        # check for wall collisions
        if self.x + self.speed_x < 0 or self.x + self.speed_x > rows - 1 or self.y + self.speed_y > rows - 1 or \
                self.y + self.speed_y < 0:
            game_mode = "end"
            start.text = "RETRY"
            return None

        # moves snake
        self.segments.insert(0,Segment(self.x,self.y))
        self.x += self.speed_x
        self.y += self.speed_y

        # checks for self collisions
        for segment in self.segments:
            if self.x == segment.x and self.y == segment.y and self.segments.index(segment)!=len(self.segments)-1:
                game_mode = "end"
                start.text = "RETRY"
                break

        # checks for eating food
        if self.x == food.x and self.y == food.y:
            food.x = random.randrange(0,16)
            food.y = random.randrange(0,16)
            score += 1
        else:
            self.segments.pop()

    def draw(self):
        for segment in self.segments:
            segment.draw()
        pygame.draw.rect(screen,(self.x * size / rows,self.y * size / rows,size / rows,size / rows))


class Segment:
    def __init__(self,y):
        self.x = x
        self.y = y

    def draw(self):
        pygame.draw.rect(screen,255 - player.segments.index(self),size / rows))


class Food:
    def __init__(self,255,size / rows))


class button:
    def __init__(self,y,r,g,b,text,font,width,height):
        self.x = x
        self.y = y
        self.r = r
        self.b = b
        self.g = g
        self.text = text
        self.font = font
        self.width = width
        self.height = height

    def draw(self):
        pygame.draw.rect(screen,(self.r,self.g,self.b),(self.x,self.y,self.width,self.height))
        screen.blit(self.font.render(self.text,(self.x + 10,self.y))

    def mouse_over(self,pos):
        if self.x < pos[0] < self.x + self.width and self.y < pos[1] < self.y + self.height:
            return True


def draw_grid():
    margin = size / rows
    x = 0
    y = 0
    for line in range(rows):
        x = x + margin
        y = y + margin

        pygame.draw.line(screen,255),(x,size))
        pygame.draw.line(screen,y),(size,y))


def render_screen():
    screen.fill((0,0))
    draw_grid()
    player.draw()
    food.draw()
    screen.fill((0,50))
    start.draw()
    screen.blit(comic_font.render('Score: ' + str(score),size + 5))
    pygame.display.update()


size = 512
rows = 16

screen = pygame.display.set_mode((size,size + 50))
pygame.display.set_caption("Snake")

comic_font = pygame.font.SysFont("Comic Sans MS",30)

clock = pygame.time.Clock()

running = True
game_mode = "wait"

player = Snake(8,8)
food = Food(random.randrange(0,16),random.randrange(0,16))
start = button(size - 155,size + 5,"PLAY",comic_font,150,40)

score = 0

render_screen()

while running:
    for event in pygame.event.get():
        pos = pygame.mouse.get_pos()
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.MOUSEBUTTONDOWN:
            if start.mouse_over(pos):
                if game_mode == "wait":
                    game_mode = "play"
                    start.text = "PAUSE"
                elif game_mode == "play":
                    game_mode = "wait"
                    start.text = "RESUME"
                elif game_mode == "end":
                    game_mode = "play"
                    start.text = "PAUSE"
                    score = 0
                    running = True
                    game_mode = "wait"
                    player = Snake(8,8)
                    food = Food(random.randrange(0,16))
                render_screen()
    if game_mode == "play":
        pygame.time.delay(1)
        clock.tick(7)
        player.move()
        render_screen()

上面的完整代码可以重现该问题。

经过一些实验,似乎pygame.time.delay(1)较小时,延迟会更少。

我认为用户只能在tic之间读取输入,因此他们必须在现场准确输入。

我认为这可能就是为什么延迟较小时输入会落后的原因,因为延迟会影响每个输入之间的间隔。

有人知道为什么游戏有时不能很好地接收输入吗?

解决方法

pygame.key.get_pressed()返回带有所有键盘按钮状态的列表。遍历此列表没有任何意义,因为您只想评估键 w a s d的当前状态

根据按下的键设置速度:

class Snake:
    # [...]

    def move(self):
        # [...]
        
        # handle key inputs
        keys = pygame.key.get_pressed()
        if self.speed_x == 0:
            if keys[pygame.K_a]:
                self.speed_x,self.speed_y = -1,0
            elif keys[pygame.K_d]:
                self.speed_x,self.speed_y = 1,0
        elif self.speed_y == 0:
            if keys[pygame.K_w]:
                self.speed_x,self.speed_y = 0,-1
            elif keys[pygame.K_s]:
                self.speed_x,1

        # [...]

pygame.time.Clock.tick延迟使游戏的运行速度低于给定的每秒滴答声。处理事件(pygame.key.get_pressed())时,将评估pygame.event.get()返回的状态。
延迟游戏,在处理完事件之后,蛇已经被移动并且显示已更新:

while running:
    for event in pygame.event.get():
        # [...]

    if game_mode == "play":
        player.move()
        render_screen()
        clock.tick(7) # <---

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