线程会导致许多问题,一般的经验法则是如果没有必要就避免它们。它们使您的程序变得不确定,更难调试,更难测试,更难维护并且速度更慢(大多数时候)。在您的程序中,没有理由使用线程。相反,你应该按顺序做事。 Pygame 将在必要时隐式创建线程(例如在处理pygame.mixer
)
为什么它不起作用,是因为 pygame 期望所有事件处理都会发生在设置视频模式的线程中 https://wiki.libsdl.org/SDL_PollEvent(pygame 使用 SDL2,因此该链接)。您无法在另一个线程中处理它们,并且由于您没有(正确地)处理它们,操作系统会认为您的程序已经崩溃。
我做了一个例子来展示一种制作动画的方法。这个概念是你告诉 pygame 在一定时间后,你想要发布一个事件。当该事件出现在您的事件循环中时,您就要做一些事情。
在你的情况下,你告诉 pygame 发布DRAW_TEXT_EVENT
500 毫秒后当此事件出现在您的事件循环中时,您首先告诉 pygame 不要发布DRAW_TEXT_EVENT
不再,但要发帖CLEAR_TEXT_EVENT
1000毫秒后。然后你绘制文本。
1000ms后,CLEAR_TEXT_EVENT
将出现在您的事件循环中。现在你做基本上相同的事情,但是禁用CLEAR_TEXT_EVENT
并告诉 pygame 发布DRAW_TEXT_EVENT
500毫秒后。
我对你的代码没有做太多改变。我在顶部为事件添加了 2 个定义。我已经删除了你的功能loop
and animateTitle
,并将它们放入游戏循环中。最后,我在中添加了游戏循环main
功能。
import pygame
from pygame.locals import *
# Events that we're going to post.
DRAW_TEXT_EVENT = pygame.USEREVENT + 1
CLEAR_TEXT_EVENT = pygame.USEREVENT + 2
def encadre(screen):
pygame.draw.line(screen, (250, 250, 250), (230, 140), (520, 140), 3)
pygame.draw.line(screen, (250, 250, 250), (230, 190), (520, 190), 3)
pygame.draw.line(screen, (250, 250, 250), (230, 140), (230, 190), 3)
pygame.draw.line(screen, (250, 250, 250), (520, 140), (520, 190), 3)
def initRoad(screen):
pygame.draw.line(screen, (250, 250, 250), (30, 0), (30, 500))
pygame.draw.line(screen, (250, 250, 250), (100, 0), (100, 500))
pygame.draw.line(screen, (250, 250, 250), (650, 0), (650, 500))
pygame.draw.line(screen, (250, 250, 250), (720, 0), (720, 500))
drawLines(screen)
def drawLines(screen):
i = 0
while i <= 49:
pygame.draw.line(screen, (250, 250, 250), (65, i * 10), (65, (i + 1) * 10))
pygame.draw.line(screen, (250, 250, 250), (685, i * 10), (685, (i + 1) * 10))
i = i + 3
def initText(screen, text1):
text1pos = text1.get_rect()
text1pos.x = 235
text1pos.y = 150
screen.blit(text1, text1pos)
font1 = pygame.font.Font(None, 30)
text1 = font1.render("PLAY", 1, (10, 10, 10))
text1pos = text1.get_rect()
text1pos.x = 210
text1pos.y = 310
screen.blit(text1, text1pos)
font1 = pygame.font.Font(None, 30)
text1 = font1.render("QUIT", 1, (10, 10, 10))
text1pos = text1.get_rect()
text1pos.x = 490
text1pos.y = 310
screen.blit(text1, text1pos)
def animateRoad(screen): # not done
pygame.draw.line(screen, (130, 130, 130), (65, 0), (65, 500))
pygame.draw.line(screen, (130, 130, 130), (685, 0), (685, 500))
def main():
pygame.init()
screen = pygame.display.set_mode((750, 500))
pygame.display.set_caption('Infinite circle run')
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((130, 130, 130))
screen.blit(background, (0, 0))
encadre(screen)
initRoad(screen)
surface1 = pygame.Rect(193, 290, 85, 50)
button1 = pygame.draw.rect(screen, (0, 0, 240), surface1)
surface2 = pygame.Rect(472, 290, 85, 50)
button2 = pygame.draw.rect(screen, (240, 0, 0), surface2)
font1 = pygame.font.Font(None, 50)
text1 = font1.render("Infinite circle run", 1, (0, 240, 0))
initText(screen, text1)
pygame.display.flip()
pygame.time.set_timer(DRAW_TEXT_EVENT, 500)
text1pos = text1.get_rect()
# GAME LOOP
while True:
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == pygame.MOUSEBUTTONDOWN:
if surface1.topleft[0] <= pygame.mouse.get_pos()[0] <= surface1.topright[0]:
if surface1.topleft[1] <= pygame.mouse.get_pos()[1] <= surface1.bottomleft[1]:
print('play')
elif surface2.topleft[0] <= pygame.mouse.get_pos()[0] <= surface2.topright[0]:
if surface2.topleft[1] <= pygame.mouse.get_pos()[1] <= surface2.bottomleft[1]:
return
elif event.type == DRAW_TEXT_EVENT:
pygame.draw.rect(screen, (130, 130, 130), (235, 150, 283, 35))
pygame.time.set_timer(DRAW_TEXT_EVENT, 0) # Disable the event.
pygame.time.set_timer(CLEAR_TEXT_EVENT, 1000) # Post event after 1000ms.
elif event.type == CLEAR_TEXT_EVENT:
text1pos.x = 235
text1pos.y = 150
screen.blit(text1, text1pos)
pygame.time.set_timer(CLEAR_TEXT_EVENT, 0) # Disable the event.
pygame.time.set_timer(DRAW_TEXT_EVENT, 500) # Post event after 500ms.
# Only call once each frame!
pygame.display.flip()
if __name__ == '__main__':
main()