首页 > 解决方案 > Pygame:使用 pygame.time.Clock() 和 FPS 时回滚

问题描述

我的许多 pygame 项目都有回滚问题。当我在代码末尾使用 pygame.time.Clock(FPS) 时,我移动的实体已经回滚(角色的移动并不像它应该的那样平滑)。我尝试不使用 pygameclock,但现在我的角色移动得太快了。我还在 pygame.load.image 的末尾添加了转换,但完全没有区别......我能做什么?无论 FPS 的数量如何,回滚仍然存在......有我的代码:

import pygame from pygame.locals import *

pygame.init()

screen_width = 1000 
screen_height = 1000

FPS = 60 
clock = pygame.time.Clock()


screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Platformer')

tile_size = 50

sun_img = pygame.image.load('sun.png').convert_alpha() 
bg_img = pygame.image.load('sky.png').convert()


class Player():
   def __init__(self,x,y):
    img = pygame.image.load('guy1.png').convert_alpha()
    self.image = pygame.transform.scale(img,(40,80))
    self.rect = self.image.get_rect()
    self.rect.x = x
    self.rect.y = y

def update(self):

    dx = 0
    dy = 0

    # ket pressed
    key = pygame.key.get_pressed()
    if key[K_LEFT]:
        dx -= 5
    if key[K_RIGHT]:
        dx += 5

    # check for collisions

    # update player position

    self.rect.x += dx
    self.rect.x += dy






    screen.blit(self.image,self.rect)


class World():
def __init__(self, data):
    self.tile_list = []

    
    dirt_img = pygame.image.load('dirt.png').convert()
    grass_img = pygame.image.load('grass.png').convert()

    row_count = 0
    for row in data:
        col_count = 0
        for tile in row:
            if tile == 1:
                img = pygame.transform.scale(dirt_img, (tile_size, tile_size))
                img_rect = img.get_rect()
                img_rect.x = col_count * tile_size
                img_rect.y = row_count * tile_size
                tile = (img, img_rect) # tuple avec l'image et ses coordonnées
                self.tile_list.append(tile)
            if tile == 2:
                img = pygame.transform.scale(grass_img, (tile_size, tile_size))
                img_rect = img.get_rect()
                img_rect.x = col_count * tile_size
                img_rect.y = row_count * tile_size
                tile = (img, img_rect)
                self.tile_list.append(tile)
            col_count += 1
        row_count += 1

def draw(self):
    for tile in self.tile_list:
        screen.blit(tile[0], tile[1]) # tile[0] = l'image / tile[1] = les coordonnées



world_data = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 1],
[1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 7, 0, 5, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 1],
[1, 7, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 7, 0, 0, 0, 0, 1],
[1, 0, 2, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 2, 0, 0, 4, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 7, 0, 0, 0, 0, 2, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 2, 2, 2, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 6, 6, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] ]

player = Player(100,screen_height - 130) world = World(world_data)

run = True 
while run:


screen.blit(bg_img, (0, 0))
screen.blit(sun_img, (100, 100))

world.draw()
player.update()

for event in pygame.event.get():
    if event.type == pygame.QUIT:
        run = False


pygame.display.update()
clock.tick(FPS)




pygame.quit()

标签: pythonpygamelagframe-raterollback

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