我觉得我对皮克的理解有点弱。对于代码的复杂性(因为这是由老师给出的),或者简单地说,我至少可以让障碍变得明显,我将非常感激。
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)上面是我实际画的地方,并试图画圆圈。CircularObstacle类是一个非常简单的类,如下所示:
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,这个圆圈只有在机器人经过它的时候才画出来,这真的很奇怪。我认为这与游戏的设置方式以及表面和所有东西有关,下面是所有的主要代码。当然,障碍并不像预期的那样起作用,但我计划以后修复它,首先,我想至少有一个圆圈来展示。以下是我的完整代码,因为我认为它对于解决这个问题至关重要:
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) 发布于 2022-03-05 13:45:44
当您调用pygame.display.update()时,您有两个选项。您可以在没有任何参数的情况下调用它。在本例中,将更新整个屏幕。
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,只更新矩形区域。
pygame.display.update(rect_list) 您可以执行第二个选项,但是绘制圆圈的区域不在dirty列表中,因此该区域不会更新。
pygame.display.update(脏)
要么用pygame.display.update()更新整个屏幕,要么将圆圈区域添加到dirty列表中:
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)https://stackoverflow.com/questions/71362621
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