我试图学习如何使用Kivy并遵循他们的乒乓教程。现在,我试图通过某种方式改变代码来实现自己的目标。目前,我正试图让乒乓球拍改变颜色。
我已经让其中一个人这样做了,但另一个,我打电话给同一个班级,却没有。
class PongPaddle(Widget):
score = NumericProperty(0)
def bounce_ball(self, ball):
if self.collide_widget(ball):
vx, vy = ball.velocity
offset = (ball.center_y - self.center_y) / (self.height /2)
bounced = Vector(-1 * vx , vy)
vel = bounced * 1.1
ball.velocity = vel.x, vel.y + offset
def on_touch_down(self, touch):
color = (random(), random(), random())
with self.canvas:
Color(*color)
class PongBall(Widget):
#velocity of the ball on the X and Y Axis
velocity_x = NumericProperty(0)
velocity_y = NumericProperty(0) #Shorthand for referencelist
velocity = ReferenceListProperty(velocity_x, velocity_y)
#Used for ball movement.
def move(self):
self.pos = Vector(*self.velocity) + self.pos
class PongGame(Widget):
ball = ObjectProperty(None)
player1 = ObjectProperty(None)
player2 = ObjectProperty(None)
def __init__(self, **kwargs):
super(PongGame, self).__init__(**kwargs)
self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
self._keyboard.bind(on_key_down=self._on_keyboard_down)
def _keyboard_closed(self):
self.keyboard.unbind(on_key_down=self._on_keyboard_down)
self._keyboard = None
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
if keycode[1] == 'w':
self.player1.center_y += 10
elif keycode[1] == 's':
self.player1.center_y -= 10
elif keycode[1] == 'k':
self.player2.center_y += 10
elif keycode[1] == 'l':
self.player2.center_y -= 10
return True
def serve_ball(self, vel=(4, 0)):
self.ball.center = self.center
self.ball.velocity = vel
def update(self, dt):
self.ball.move()
self.player1.bounce_ball(self.ball)
self.player2.bounce_ball(self.ball)
#Bounce ball
if (self.ball.y < 0) or (self.ball.top > self.height):
self.ball.velocity_y *= -1
#Scoring
if self.ball.x < self.x:
self.player2.score += 1
self.serve_ball(vel=(4, 0))
if self.ball.x > self.width:
self.player1.score += 1
self.serve_ball(vel=(-4, 0))
def on_touch_move(self, touch):
if touch.x < self.width / 3:
self.player1.center_y = touch.y
if touch.x > self.width - self.width / 3:
self.player2.center_y = touch.y
class PongApp(App):
def build(self):
game = PongGame()
game.serve_ball()
Clock.schedule_interval(game.update, 1.0/60.0)
return game
if __name__ == '__main__':
PongApp().run()
随附的KV语言文件。
#:kivy 1.8.0
<PongBall>:
size: 50, 50
canvas:
Ellipse:
pos: self.pos
size: self.size
<PongPaddle>:
size: 25, 200
canvas:
Rectangle:
pos: self.pos
size: self.size
<PongGame>:
ball: pong_ball
player1: player_left
player2: player_right
canvas:
Rectangle:
pos: self.center_x - 5, 0
size: 10, self.height
Label:
font_size: 70
center_x: root.width / 4
top: root.top - 50
text: str(root.player1.score)
Label:
font_size: 70
center_x: root.width * 3 / 4
text: str(root.player2.score)
PongBall:
id: pong_ball
center: self.parent.center
PongPaddle:
id: player_left
x: root.x
center_y: root.center_y
PongPaddle:
id: player_right
x: root.width-self.width
center_y: root.center_y
知道为什么左边的桨没有改变颜色?
答案 0 :(得分:1)
如果在画布上绘图之前未声明Color,则颜色指令默认为(1,1,1,1)为白色。 所以当你使用:
with self.canvas:
Color(*color)
您只是在声明新颜色后更改绘制的对象的颜色。所以通过查看你的kv文件:
Label:
font_size: 70
center_x: root.width / 4
top: root.top - 50
text: str(root.player1.score)
Label:
font_size: 70
center_x: root.width * 3 / 4
text: str(root.player2.score)
PongBall:
id: pong_ball
center: self.parent.center
PongPaddle:
id: player_left
x: root.x
center_y: root.center_y
PongPaddle:
id: player_right
x: root.width-self.width
center_y: root.center_y
绘制player_left后添加到画布的颜色指令将在声明颜色(player_right)后绘制的小部件中使用。将Pong Paddle的on_touch_down函数更改为以下内容,以查看Color如何与canvas一起使用:
def on_touch_down(self, touch):
color = (random(), random(), random())
with self.canvas:
Color(*color)
Rectangle(size=(self.width-5,self.height-5),pos=self.pos)
您会注意到第一个矩形(左侧球拍顶部)和右侧球拍颜色相同。然后使用您的第二种颜色在右侧桨的顶部绘制第二个矩形。如果要在执行主要指令之前添加指令,可以使用:
with self.canvas.before:
Color(*color)