首先,我在网上搜索了这个网站的解决方案和我尝试过的那些都没有用,所以我决定发布我的个人问题和代码.该程序是使用Python 3.2.2和pygame的相应兼容版本创建的.我还意识到一个更有效的方法是使用精灵,精灵组和’脏矩形’更新,但我无法转换程序,所以我将继续没有这些功能的额外好处.
问题:“小行星”移动的污迹落后.
假设:背景在屏幕上显示,但小行星在背景上显示.
请回复 – 顺便说一句,我是AUS的高中生:D
import pygame
import random
import math
pygame.init()
height = 550
width = 750
screen = pygame.display.set_mode((width,height))
background = pygame.image.load("Planet.jpg")
Clock = pygame.time.Clock()
class asteroid(pygame.sprite.Sprite):
def __init__(self,x,y,size):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.size = 15
self.speed = 0.0
self.angle = 0
self.colour = (171,130,255)
self.thickness = 0
def display(self):
pygame.draw.circle(background,self.colour,(int(self.x),int(self.y)),self.size,self.thickness)
pygame.draw.circle(background,(255,255,255),1)
def move(self):
self.x += math.sin(self.angle) * self.speed
self.y -= math.cos(self.angle) * self.speed
def boundaries(self):
if self.x > width - self.size:
self.x = 0 + self.size
elif self.x < self.size:
self.x = width - self.size
if self.y > height - self.size:
self.y = 0 + self.size
elif self.y score = (pygame.time.get_ticks()/1000)
print (score)
while True:
pygame.display.update()
screen.blit(background,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit();
if __name__=='__main__':
main()
最佳答案
基本上,你是对的!圆圈直接绘制在背景上,每次绘制新圆圈时,旧圆圈都会保留.造成污迹/痕迹.
但是真的值得使用Sprite类.我对您的代码进行了一些更改,以便为您切换.通过这些更改,它运行没有路径:)
以下是变化和解释:
在顶部附近添加:
#Create a new `pygame.Surface`,and draw a circle on it,then set transparency:
circle = pygame.Surface((30,30))
circle = circle.convert()
pygame.draw.circle(circle,(171,(int(15),int(15)),15,0)
circle.set_colorkey(circle.get_at((0,0)),pygame.RLEACCEL)
#Sets the asteroid image,and then the asteroids co-ords (these are in `rect`)
self.image = circle
self.rect = self.image.get_rect()
将其添加到def move(self)的末尾:
self.rect[0] = self.x
self.rect[1] = self.y
更改:
my_particles = []
至:
#This is a special pygame container class,it has a draw() method that tracks changed areas of the screen.
my_particles = pygame.sprite.RenderUpdates()
更改:
my_particles.append(target)
至:
my_particles.add(target)
更改:
while True:
pygame.display.update()
screen.blit(background,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
至:
#initial screen draw:
screen.blit(background,0))
pygame.display.update()
while True:
#remove prevIoUs drawn sprites and replaces with background:
my_particles.clear(screen,background)
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
#draws changed sprites to the screen:
pygame.display.update(my_particles.draw(screen))
这也比你早期的代码运行得快得多,因为绘制内容所花费的时间与绘图区域的大小成正比,之前它每次都绘制整个背景 – 现在它只绘制精灵并更改为背景!
希望这可以帮助 :)