How To Spawn A Sprite After A Time Limit And How To Display A Timer Pygame
Solution 1:
There are several ways to implement a timer in pygame. You can use the time that pygame.Clock.tick
returns to increase or decrease a timer variable, calculate the time difference with pygame.time.get_ticks
or use a custom event in conjunction with pygame.time.set_timer
.
Example 1 - delta time:
import sys
import random
import pygame as pg
classBlock(pg.sprite.Sprite):
def__init__(self, pos):
super().__init__()
self.image = pg.Surface((40, 40))
self.image.fill(pg.Color('sienna1'))
self.rect = self.image.get_rect(topleft=pos)
defmain():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# Delta time is the time that has passed since clock.tick# was called the last time.
dt = 0# We'll subtract dt (delta time) from this timer variable.
timer = 1# 1 means one second.
done = Falsewhilenot done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True# Decrease timer to get a countdown.
timer -= dt
# When the timer is below or equal to 0, we spawn# a new block.if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
# Reset the countdown timer to one second.
timer = 1
all_sprites.update()
screen.fill(pg.Color('gray15'))
all_sprites.draw(screen)
timer_surface = font.render(
str(round(timer, 3)), True, pg.Color('yellow'))
screen.blit(timer_surface, (20, 20))
pg.display.flip()
# dt = time in seconds that passed since last tick.# Divide by 1000 to convert milliseconds to seconds.
dt = clock.tick(30) / 1000if __name__ == '__main__':
pg.init()
main()
pg.quit()
sys.exit()
If you want to spawn exactly 1 sprite, you can add another variable like boss_spawned = False
and change the timer only if the boss hasn't spawned:
if not boss_spawned:
timer -= dt
if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
boss_spawned = True
Or set the timer to exactly 0 after the spawn and only decrease the timer if it's != 0
.
iftimer!=0:timer-=dtiftimer<=0:all_sprites.add(Block((random.randrange(600),random.randrange(440))))timer=0
Example 2 - pygame.time.get_ticks (replace the main function above):
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# Start time.
now = pg.time.get_ticks()
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# If the time difference is greater than 1000
# milliseconds, spawn a block.
time_difference = pg.time.get_ticks() - now
if time_difference >= 1000:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
# Reset the start time.
now = pg.time.get_ticks()
all_sprites.update()
screen.fill(pg.Color('gray15'))
all_sprites.draw(screen)
timer_surface = font.render(
str(time_difference/1000), True, pg.Color('yellow'))
screen.blit(timer_surface, (20, 20))
pg.display.flip()
clock.tick(30)
If you just want to count the kills or spawned mobs, you can increment a counter variable and then spawn the enemy boss when it exceeds some limit. The following example just counts the mouse clicks and spawns a block after 3 clicks.
defmain():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# We'll just count mouse clicks in this example.# You can replace it with the kill count in your game.
clicks = 0
done = Falsewhilenot done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = Trueif event.type == pg.MOUSEBUTTONDOWN:
clicks += 1if clicks >= 3:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
clicks = 0
all_sprites.update()
screen.fill(pg.Color('gray15'))
all_sprites.draw(screen)
clicks_surface = font.render(str(clicks), True, pg.Color('yellow'))
screen.blit(clicks_surface, (20, 20))
pg.display.flip()
clock.tick(30)
Post a Comment for "How To Spawn A Sprite After A Time Limit And How To Display A Timer Pygame"