Reputation: 1
This is related to the project I'm making. It's a reaction test game where arcade buttons with LEDs light:
I added this as an image blit in the code, but it doesn't refresh correctly. You can see it only at the start of the game, and when players press a button.
It needs to be constantly blitting across the screen.
Maybe I'm just missing something or my indentation is wrong? Would really appreciate any inputs on this.
Main game loop code is below:
# MAIN GAME SEQUENCE CODE ---------------------------------------------------------------------------------------------
# Setup Pygame refresh rate to 120 fps
clock.tick(60)
while game_running:
# Idle Screen
idle_scrn()
# Instructions
inst_seq()
# GAME PLAY SECTION --------
score = 0
time_Out = 0
leds.off()
start_Time = pygame.time.Clock()
start = int(time.time())
time_move = -500
random_num = random.randint(0, 11)
leds.on(random_num)
print(random_num)
while time_Out != 30:
screen.blit(Timebar, (time_move,1000))
time_move += 50
pygame.display.update()
for event in pygame.event.get():
print("For Event started, Game screen started")
screen.fill((255,255,255))
screen.blit(Game_screen[6], (0,0))
score_textback = score_fontback.render("00", 3, (199,199,199))
score_text = score_font.render(str(score), 3, (255,37,24))
ctr = 1110
if score >= 10:
ctr -= 155
center_pos = (ctr, 580)
score_rect = score_text.get_rect(center = center_pos)
screen.blit(score_textback, (645, 390))
screen.blit(score_text, score_rect)
if event.type == pygame.JOYBUTTONDOWN:
print("If for event JOYBUTTONDOWN")
if event.button == random_num:
B = event.button
print(B, " button pressed, CORRECT")
leds.off()
butt_Sound.play()
random_num = random.randint(0, 11)
leds.on(random_num)
score += 1
pygame.display.update()
current_Time = int(time.time())
time_Out = current_Time - start
#pygame.display.update()
#print("TIMER: ", time_Out)
#print(type(start_Time))
#print(current_Time)
#print(type(current_Time))
#pygame.display.update()
# FINAL SCORE ------------------------
final_Score()
exit()
The image is Timebar. in the code, we move it 50 pixels across the screen in every refresh.
Upvotes: -1
Views: 152
Reputation: 3245
Here's a minimal example, perhaps you'll find it useful:
import pygame
pygame.init()
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
fps = 60
clock = pygame.time.Clock()
progress_width = 0 # initialse progress tracker
total_time = 0
target_time = 10_000 # ten seconds in milliseconds
finished = False
while not finished:
# Handle Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
finished = True
elif event.type == pygame.KEYDOWN:
progress_width = 0 # reset progress
total_time = 0
# Update Game State
dt = clock.tick(fps) # limit FPS and return time since last call
total_time += dt
progress_width += width * dt / target_time # scale bar width
progress_rect = pygame.Rect(0, height-20, int(progress_width), 20)
# Draw Background
screen.fill(pygame.Color("black"))
# Draw Sprites
pygame.draw.rect(screen, pygame.Color("red"), progress_rect)
# Update Display
pygame.display.flip()
# Display the elapsed time in the title bar
pygame.display.set_caption(f"Simple Progress {total_time:,d} ms")
pygame.quit()
It calculates the time elapsed and updates the progress bar width. It takes ten seconds to fill the screen width and pressing a key resets the progress.
Your main loop should look something like:
If you're trying to update the screen or handle events in multiple places, things get confusing pretty quickly.
Upvotes: 0