问题描述
我有一个代码,当玩家点击一个矩形时会弹出一个语音气泡。但现在它只是在向言论泡沫发送垃圾邮件。那不好,因为我有随机出现的文本,所以它只是通过它非常快
这是对话泡泡的代码
def draw_speech_bubble(screen,text,text_color,bg_color,pos,size):
font = pygame.font.SysFont(None,size)
text_surface = font.render(text,True,text_color)
text_rect = text_surface.get_rect(midbottom=pos)
#Background Object
bg_rect = text_rect.copy()
bg_rect.inflate_ip(10,10)
#Border
border_rect = bg_rect.copy()
border_rect.inflate_ip(4,4)
pygame.draw.rect(screen,border_rect)
pygame.draw.rect(screen,bg_rect)
screen.blit(text_surface,text_rect)
这是我的碰撞代码
if(player.player_rect.colliderect(BarCounter)):
draw_speech_bubble(screen,str(RandomText()),(255,255,255),(0,0),SpeechBubbleAnchor.midtop,25)
我想要某种冷却时间,这样它就不会向泡泡发送垃圾邮件。我尝试用刻度进行计算,但我无法做到
解决方法
添加一个变量来存储文本 (current_bubble_text
) 并在玩家点击矩形时更改文本。使用 pygame.time.get_ticks()
获取自调用 pygame.init()
以来的毫秒数。计算文本必须再次消失的时间点。时机成熟时,重置变量:
current_bubble_text = None
bubble_text_end_time = 0
#application loop
while True:
current_time = pygame.time.get_ticks()
# [...]
if current_bubble_text == None and player.player_rect.colliderect(BarCounter):
current_bubble_text = RandomText()
bubble_text_end_time = current_time + 5000 # 1 second time interval
if current_bubble_text:
draw_speech_bubble(screen,current_bubble_text,(255,255,255),(0,0),SpeechBubbleAnchor.midtop,25)
if current_time > bubble_text_end_time:
current_bubble_text = None
# [...]