您的问题是淡入黑屏,因此看不到任何效果。黑色屏幕
Surface上面画有半透明的黑色,仍然是黑色
Surface。
您应该渲染关卡的第一帧,然后
Surface在将
fadein表面拖拉到屏幕上之前将其蒙版到屏幕上。
这是我一起破解的一个简单示例。按一个键可从一个场景切换到下一个场景。
import pygameimport randomfrom itertools import cycleclass Cloud(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.Surface((50, 20)) self.image.set_colorkey((11, 12, 13)) self.image.fill((11, 12, 13)) pygame.draw.ellipse(self.image, pygame.Color('white'), self.image.get_rect()) self.rect = self.image.get_rect(topleft=(x,y)) def update(self, dt, events): self.rect.move_ip(dt/10, 0) if self.rect.left >= pygame.display.get_surface().get_rect().width: self.rect.right = 0class DayScene: def __init__(self): self.clouds = pygame.sprite.Group(Cloud(0, 30), Cloud(100, 40), Cloud(400, 50)) def draw(self, screen): screen.fill(pygame.Color('lightblue')) self.clouds.draw(screen) def update(self, dt, events): self.clouds.update(dt, events)class NightScene: def __init__(self): sr = pygame.display.get_surface().get_rect() self.sky = pygame.Surface(sr.size) self.sky.fill((50,0,50)) for x in random.sample(range(sr.width), 50): pygame.draw.circle(self.sky, (200, 200, 0), (x, random.randint(0, sr.height)), 1) self.clouds = pygame.sprite.Group(Cloud(70, 70), Cloud(60, 40), Cloud(0, 50), Cloud(140, 10), Cloud(100, 20)) def draw(self, screen): screen.blit(self.sky, (0, 0)) self.clouds.draw(screen) def update(self, dt, events): self.clouds.update(dt, events)class Fader: def __init__(self, scenes): self.scenes = cycle(scenes) self.scene = next(self.scenes) self.fading = None self.alpha = 0 sr = pygame.display.get_surface().get_rect() self.veil = pygame.Surface(sr.size) self.veil.fill((0, 0, 0)) def next(self): if not self.fading: self.fading = 'OUT' self.alpha = 0 def draw(self, screen): self.scene.draw(screen) if self.fading: self.veil.set_alpha(self.alpha) screen.blit(self.veil, (0, 0)) def update(self, dt, events): self.scene.update(dt, events) if self.fading == 'OUT': self.alpha += 8 if self.alpha >= 255: self.fading = 'IN' self.scene = next(self.scenes) else: self.alpha -= 8 if self.alpha <= 0: self.fading = Nonedef main(): screen_width, screen_height = 300, 300 screen = pygame.display.set_mode((screen_width, screen_height)) clock = pygame.time.Clock() dt = 0 fader = Fader([DayScene(), NightScene()]) while True: events = pygame.event.get() for e in events: if e.type == pygame.QUIT: return if e.type == pygame.KEYDOWN: fader.next() fader.draw(screen) fader.update(dt, events) pygame.display.flip() dt = clock.tick(30)main()通过将每个场景抽象到其自己的类中并将场景更改委派给
Fader该类,我们可以让场景继续(或添加一个简单的
if语句来防止这种情况)并在褪色时处理事件。



