问题描述
左拨片工作正常,可以向上和向下移动。但是,当我不移动时,右边的行是可以的,但是当我这样做时,它会移动到我编码的方向,但不会擦除先前绘制的位置,而最终只画一条直线。尝试制作没有教程的第一款游戏,我有点卡住
这是代码
import pygame
pygame.init()
screen_width = 1280
screen_height = 720
window = pygame.display.set_mode((screen_width,screen_height),0)
pygame.display.set_caption("PongGame")
clock = pygame.time.Clock()
#background
background = pygame.image.load("C:/Users/teamb/Desktop/PythonWorkspace/myGame/background.png")
#paddle image
paddle = pygame.image.load("C:/Users/teamb/Desktop/PythonWorkspace/myGame/paddle.png")
paddle_size = paddle.get_rect().size
#left paddle
left_paddle_width = paddle_size[0]
left_paddle_height = paddle_size[1]
left_paddle_xpos = 10
left_paddle_ypos = (screen_height/2 - left_paddle_height/2)
to_x = 0
to_y = 0
character_speed = 10
#right paddle
right_paddle_width = paddle_size[0]
right_paddle_height = paddle_size[1]
right_paddle_xpos = screen_width - right_paddle_width - 10
right_paddle_ypos = (screen_height/2 - left_paddle_height/2)
to_y_2 = 0
# ball
ball = pygame.image.load("C:/Users/teamb/Desktop/PythonWorkspace/myGame/ball.png")
running = True
while running:
dt = clock.tick(60)
print("fps : " + str(clock.get_fps()))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#left paddle
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
to_y -= character_speed
elif event.key == pygame.K_s:
to_y += character_speed
if event.type == pygame.KEYUP:
if event.key == pygame.K_w or event.key == pygame.K_s:
to_y = 0
#right paddle
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
to_y_2 -= character_speed
elif event.key == pygame.K_DOWN:
to_y_2 += character_speed
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
to_y_2 = 0
left_paddle_ypos += to_y
right_paddle_ypos += to_y_2
if left_paddle_ypos < 0:
left_paddle_ypos = 0
if left_paddle_ypos > screen_height - left_paddle_height:
left_paddle_ypos = screen_height - left_paddle_height
window.blit(background,(0,0))
window.blit(paddle,(left_paddle_xpos,left_paddle_ypos))
window.blit(paddle,(right_paddle_xpos,right_paddle_ypos))
window.blit(ball,(640,360))
pygame.display.update()
pygame.quit()
解决方法
最有可能背景 Surface (background
)的宽度小于显示 Surface (window
)的宽度。
在绘制场景之前清除显示内容:
while running:
# [...]
window.fill(0) # <--- clear display
window.blit(background,(0,0))
window.blit(paddle,(left_paddle_xpos,left_paddle_ypos))
window.blit(paddle,(right_paddle_xpos,right_paddle_ypos))
window.blit(ball,(640,360))
pygame.display.update()
或按pygame.transform.smoothscale
缩放背景图像:
background = pygame.image.load("C:/Users/teamb/Desktop/PythonWorkspace/myGame/background.png")
background = pygame.transform.smoothscale(background,window.get_size())
,
此行正在重绘每一个动作的背景:
window.blit(background,0))
但是,我想您的背景图像实际上比您的运动场小,因此您不会在该侧重画背景。您可以放大背景图像,也可以使用偏移量再次绘制它,甚至可以拉伸它。这个想法是在绘制背景时覆盖整个运动场。
值得指出的是,这不一定是最优化的方法。理想情况下,您将只重绘已更改的零件,但这要复杂得多。绘制整个背景很容易。