I have this code and I don't know how to make the red cube disappear after 2 seconds.
import pygame
import sys
from pygame.locals import *
pygame.init()
a=0
#display
prozor = pygame.display.set_mode((800,800))
FPS = pygame.time.Clock()
FPS.tick(60)
#boje
green=pygame.Color(0 ,255 , 0)
red=pygame.Color(255, 0, 0)
yellow=pygame.Color(255, 255, 0)
blue=pygame.Color(0, 0, 255)
black=pygame.Color(0, 0, 0)
white=pygame.Color(255, 255, 255)
#class
class Cube:
def update(self):
self.cx, self.cy = pygame.mouse.get_pos()
self.square = pygame.Rect(self.cx, self.cy, 50, 50)
def draw(self):
pygame.draw.rect(prozor, (255, 0, 0), self.square)
cube = Cube()
drawing_cube = False
#objekt
for j in range(16):
for i in range(800):
if iP == 0:
pygame.draw.rect(prozor, green, ((0 i, a), (50, 50),),1)
a=a 50
#gameloop
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit
if event.type == pygame.MOUSEBUTTONDOWN:
cube.update()
drawing_cube = True
if drawing_cube:
cube.draw()
pygame.display.flip()
pygame.display.update()
Adding it to the draw class will just freeze the game and shut it.
def draw(self):
pygame.draw.rect(prozor, red, self.square)
time.sleep(3)
pygame.draw.rect(prozor, black, self.square
I tried making another class called delete which would delete the cube after 3 seconds using the time module.
def delete(self):
time.sleep(3)
pygame.draw.rect(prozor, black, self.square)
and added it here
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit
if event.type == pygame.MOUSEBUTTONDOWN:
cube.update()
drawing_cube = True
if drawing_cube:
cube.draw()
pygame.display.flip()
**cube.delete**
pygame.display.flip()
pygame.display.update()
but the cube is not disappearing.
CodePudding user response:
Use pygame.time.get_ticks
to measure the time in milliseconds. Calculate the time when the cube must disappear again and hide the cube if the current time is greater than the calculated time. You also need to clear the display (prozor.fill(0)
) and redraw the scene in each frame:
drawing_cube = False
hide_cube_time = 0
clock = pygame.time.Clock()
run = True
while run:
clock.tick(100)
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
cube.update()
drawing_cube = True
hide_cube_time = current_time 2000 # 2000 milliseconds == 2 sconds
if current_time > hide_cube_time:
drawing_cube = False
prozor.fill(0)
a=0
for j in range(16):
for i in range(800):
if iP == 0:
pygame.draw.rect(prozor, green, (0 i, a, 50, 50), 1)
a=a 50
if drawing_cube:
cube.draw()
pygame.display.update()
pygame.quit()
sys.exit()
Note, the typical PyGame application loop has to:
- limit the frames per second to limit CPU usage with
pygame.time.Clock.tick
- handle the events by calling either
pygame.event.pump()
orpygame.event.get()
. - update the game states and positions of objects dependent on the input events and time (respectively frames)
- clear the entire display or draw the background
- draw the entire scene (
blit
all the objects) - update the display by calling either
pygame.display.update()
orpygame.display.flip()