为什么重新安排时钟间隔会导致图像位置重置?

时间:2019-04-09 20:27:15

标签: python python-3.x kivy kivy-language

在该程序中,您可以看到随着球反弹,人们可以从右上角打开设置页面。这样做会暂停球的运动并打开设置页面。

很抱歉,如果这是一个显而易见的问题,但是我再次被Kivy奇怪的内部运作所困扰,并且文档在这类问题上用处不大。

问题

球始终从中心位置开始。希望球在切换屏幕之前继续/从先前的位置继续吗?

重新创建问题的步骤

  1. 单击标签“点击开始”。球从中心位置开始弹起
  2. 单击齿轮图像。显示设置屏幕
  3. 单击“ x”以关闭“设置”屏幕。球开始从中心位置弹起。

代码:

from kivy.lang import Builder
from kivy.app import App
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.image import Image
from kivy import Config
from kivy.uix.screenmanager import ScreenManager, Screen, FadeTransition,\
SlideTransition
from kivy.uix.widget import Widget
from kivy.animation import Animation
from kivy.properties import NumericProperty, ReferenceListProperty,\
ObjectProperty
from kivy.clock import Clock
from kivy.vector import Vector
from random import randint

Builder.load_string('''
<Ball>:
    size_hint: None, None
    source: '58-Breakout-Tiles.png'
    pos: self.pos
    size: 15, 15



<SettingsScreen>:
    close: close
    AnchorLayout:
        anchor_x: 'left'
        anchor_y: 'top'
        Image:
            id: close
            size_hint: .03, .03
            source: 'grey_crossGrey.png'

    GridLayout:
        cols: 2
        Label:
            font_name: 'vgafix.fon'
            text: 'Music: '
        Switch:
            active: True
        Label:
            font_name: 'vgafix.fon'
            text: 'Sounds: '
        Switch:
            active: True

<MenuScreen>:
    cog: cog
    AnchorLayout:
        anchor_x: 'right'
        anchor_y: 'top'
        Image:
            id: cog
            size_hint: .03, .03
            source: 'settings-cog.png'

    BoxLayout:
        orientation: 'vertical'
        Image:
            source: 'brickbreaker log.png'
        Label:
            font_name: 'vgafix.fon'
            text: 'Tap to start'

<GameScreen>:
    ball: ball
    cog: cog
    AnchorLayout:
        anchor_x: 'right'
        anchor_y: 'top'
        Image:
            id: cog
            size_hint: .03, .03
            source: 'settings-cog.png'

    Ball:
        id: ball
        size_hint: None, None
        center: self.parent.center
''')

Config.set('graphics', 'multisamples', '0')



class Ball(Image):
    velocityX, velocityY = NumericProperty(0), NumericProperty(0)
    velocity = ReferenceListProperty(velocityX, velocityY)

    def move(self):
        self.pos = Vector(*self.velocity) + self.pos

class Player(Widget):
    pass

class Brick(Widget):
    pass




class SettingsScreen(Screen):
    def __init__(self, **kwargs):
        super(SettingsScreen, self).__init__(**kwargs)
        self.previous = False

    def on_touch_down(self, touch):
        if self.close.collide_point(*touch.pos):
            sm.transition = SlideTransition(direction = 'right')
            if self.previous == 'game':
                sm.get_screen('game').interval()
            sm.current = self.previous

class MenuScreen(Screen):
    def __init__(self, **kwargs):
        super(MenuScreen, self).__init__(**kwargs)

    def on_touch_down(self, touch):
        if self.cog.collide_point(*touch.pos):
            sm.transition = SlideTransition(direction = 'left')
            sm.get_screen('settings').previous = 'menu'
            sm.current = 'settings'
        else:
            sm.transition = FadeTransition()
            sm.current = 'game'

class GameScreen(Screen):
    def __init__(self, **kwargs):
        super(GameScreen, self).__init__(**kwargs)
        self.initBall()
        self.interval = Clock.schedule_interval(self.update, 1.0/60.0)

    def on_touch_down(self, touch):
        if self.cog.collide_point(*touch.pos):
            sm.transition = SlideTransition(direction = 'left')
            sm.get_screen('settings').previous = 'game'
            self.interval.cancel()
            sm.current = 'settings'

    def initBall(self):
        self.ball.center = self.center
        self.ball.velocity = Vector(0, 4).rotate(randint(0, 360))

    def update(self, dt):
        self.ball.move()
        if (self.ball.y < 0) or (self.ball.y > self.height-15):
            self.ball.velocityY *= -1
        # bounce off left and right
        if (self.ball.x < 0) or (self.ball.x > self.width-15):
            self.ball.velocityX *= -1


sm = ScreenManager(transition = FadeTransition())
sm.add_widget(MenuScreen(name='menu'))
sm.add_widget(GameScreen(name='game'))
sm.add_widget(SettingsScreen(name='settings'))



class BrickBreakerInsanityApp(App):
    def build(self):
        return sm

if __name__ == '__main__':
    BrickBreakerInsanityApp().run()

代码资产(必填):

https://drive.google.com/open?id=1GAnv5DfjNUuAXTybmsan90Dm0OuSVOfb

https://i.stack.imgur.com/rR799.png

https://i.stack.imgur.com/ngYvL.png

https://i.stack.imgur.com/AuxI3.png

https://i.stack.imgur.com/ypd7C.png

1 个答案:

答案 0 :(得分:1)

根本原因

SlideTransitiondirection导致球从中心开始。

解决方案

删除对SlideTransition的所有引用。

示例

from kivy.lang import Builder
from kivy.app import App
from kivy.uix.image import Image
from kivy import Config
from kivy.uix.screenmanager import ScreenManager, Screen, FadeTransition,     
from kivy.uix.widget import Widget
from kivy.properties import NumericProperty, ReferenceListProperty, StringProperty
from kivy.clock import Clock
from kivy.vector import Vector
from random import randint

Builder.load_string('''
<Ball>:
    size_hint: None, None
    source: './assets/icons/58-Breakout-Tiles.png'
    pos: self.pos
    size: 15, 15

<SettingsScreen>:
    close: close
    AnchorLayout:
        anchor_x: 'left'
        anchor_y: 'top'
        Image:
            id: close
            size_hint: .03, .03
            source: './assets/icons/grey_crossGrey.png'

    GridLayout:
        cols: 2
        Label:
            font_name: "./assets/fonts/vgafix.fon"
            text: 'Music: '
        Switch:
            active: True
        Label:
            font_name: "./assets/fonts/vgafix.fon"
            text: 'Sounds: '
        Switch:
            active: True

<MenuScreen>:
    cog: cog

    AnchorLayout:
        anchor_x: 'right'
        anchor_y: 'top'
        Image:
            id: cog
            size_hint: .03, .03
            source: './assets/icons/settings-cog.png'

    BoxLayout:
        orientation: 'vertical'
        Image:
            source: "./assets/icons/brickbreaker log.png"
        Label:
            font_name: "./assets/fonts/vgafix.fon"
            text: 'Tap to start'

<GameScreen>:
    ball: ball
    cog: cog

    AnchorLayout:
        anchor_x: 'right'
        anchor_y: 'top'
        Image:
            id: cog
            size_hint: .03, .03
            source: './assets/icons/settings-cog.png'

    Ball:
        id: ball
        size_hint: None, None
        center: self.parent.center
''')

Config.set('graphics', 'multisamples', '0')


class Ball(Image):
    velocityX, velocityY = NumericProperty(0), NumericProperty(0)
    velocity = ReferenceListProperty(velocityX, velocityY)

    def move(self):
        self.pos = Vector(*self.velocity) + self.pos


class Player(Widget):
    pass


class Brick(Widget):
    pass


class SettingsScreen(Screen):

    def __init__(self, **kwargs):
        super(SettingsScreen, self).__init__(**kwargs)
        self.previous = StringProperty('')

    def on_touch_down(self, touch):
        if self.close.collide_point(*touch.pos):
            self.manager.current = self.previous


class MenuScreen(Screen):

    def on_touch_down(self, touch):
        if self.cog.collide_point(*touch.pos):
            self.manager.get_screen('settings').previous = self.manager.current
            self.manager.current = 'settings'
        else:
            self.manager.transition = FadeTransition()
            self.manager.current = 'game'


class GameScreen(Screen):

    def __init__(self, **kwargs):
        super(GameScreen, self).__init__(**kwargs)
        self.initBall()

    def on_pre_enter(self, *args):
        self.interval = Clock.schedule_interval(self.update, 1.0 / 60.0)

    def on_touch_down(self, touch):
        if self.cog.collide_point(*touch.pos):
            self.manager.get_screen('settings').previous = self.manager.current
            self.manager.current = 'settings'

    def initBall(self):
        self.ball.center = self.center
        self.ball.velocity = Vector(0, 4).rotate(randint(0, 360))

    def update(self, dt):
        self.ball.move()
        if (self.ball.y < 0) or (self.ball.y > self.height - 15):
            self.ball.velocityY *= -1
        # bounce off left and right
        if (self.ball.x < 0) or (self.ball.x > self.width - 15):
            self.ball.velocityX *= -1

    def on_pre_leave(self, *args):
        self.interval.cancel()


sm = ScreenManager(transition=FadeTransition())
sm.add_widget(MenuScreen(name='menu'))
sm.add_widget(GameScreen(name='game'))
sm.add_widget(SettingsScreen(name='settings'))


class BrickBreakerInsanityApp(App):
    def build(self):
        return sm


if __name__ == '__main__':
    BrickBreakerInsanityApp().run()