Why is my pygame application loop not working properly?
Upon examining your provided code, it appears that the loop arrangement is the primary issue. In your main application, you are attempting to erase portions of the screen and redraw them for each entity, while only redrawing the specific entity in its updated position. This approach is not necessary and can lead to visual inconsistencies.
In general, the best practice is to:
In this revised code snippet, we have rearranged the loop as mentioned above:
while 1: # handle events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # update objects (depends on input events and frames) keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: objects[0].move_left() if keys[pygame.K_RIGHT]: objects[0].move_right() if keys[pygame.K_UP]: objects[0].move_up() if keys[pygame.K_DOWN]: objects[0].move_down() for num in range(num_objects - 1): objects[num + 1].rand_move() # draw background screen.blit(background, (0, 0)) # draw scene for o in objects: screen.blit(o.image, o.pos) # update dispaly pygame.display.update() pygame.time.delay(100)
This loop now effectively clears the screen, draws all entities, and then updates the display each frame.
Refer to this minimal example for further clarification:
[Example Link]
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