我有这个任务,当我点击鼠标时,会发射一个球并最终摧毁一个盒子。单击鼠标我无法移动球。在“打印初始值行”之后定义的变量必须是那些值。我不太熟悉pygame而且不知道我应该在哪里画画,如果我在画一个新画面之前应该把球移开。
import pygame, sys
from Drawable import *
from Ball import *
from Block import *
from Text import *
from pygame.locals import *
pygame.init()
surface = pygame.display.set_mode((500,500))
surface.fill((255,255,255))
class Line(Drawable):
def __init__(self,x=0, y=0,color=(0,255,0)):
super().__init__(x, y, color)
self.position = x , y
self.visible = False
def draw(self):
if self.visible == True:
pygame.draw.line(surface,(0,0,0),(0,400),(500,400))
def get_rect(self):
pass
ground = Line()
ground.visible = True
ground.draw()
ball = Ball()
ball.visible = True
ball.draw(surface)
block = Block()
block.visible = True
block.draw(surface)
text = Text()
text.visible = True
text.draw(surface)
print("Initial Ball Location:", ball.position)
dt = 0.1
g = 6.67
R = 0.7
eta = 0.5
mouespos1 = 0
mousepos2 = 0
xv = 1
yv = 1
def mousedown():
global mousepos1
mousepos1 = pygame.mouse.get_pos()
def mouseup():
global xv
global yv
mousepos2 = pygame.mouse.get_pos()
xv = mousepos2[0] - mousepos1[0]
print("XV in mouseup:", xv)
yv = -1 * (mousepos2[1] - mousepos1[1])
print("YV in mouesup:", yv)
def updateballpos():
global xv, yv
print("Ran Update")
moveX = ball.x + (dt * xv)
ball.moveX(moveX)
moveY = ball.y - (dt * yv)
ball.moveY(moveY)
print("new x", ball.x)
print("new y", ball.y)
if ball.y > 400:
yv = -R * yv
xv = eta * xv
else:
yv = yv - g * dt
ball.draw(surface)
pygame.display.update()
while(True):
for event in pygame.event.get():
if (event.type == pygame.QUIT) or \
(event.type == pygame.KEYDOWN and event.__dict__['key'] == pygame.K_q):
pygame.quit()
exit()
if event.type == pygame.MOUSEBUTTONDOWN:
mousedown()
if event.type == pygame.MOUSEBUTTONUP:
mouseup()
print("xv in while", xv)
print("yv in while", yv)
if yv > 0 and xv > 0:
updateballpos()
pygame.display.update()
这是Ball Class和Drawable Class
import pygame
import abc
import random
class Drawable(metaclass = abc.ABCMeta):
def __init__(self,x,y,color):
self.x = x
self.y = y
self.color = color
self.position = (self.x,self.y)
self.visible = False
def getLoc(self):
return (self.x, self.y)
def setLoc(self,p):
self.x = p[0]
self.y = p[1]
def getColor(self):
return self.__color
def getX(self):
return self.__x
def getY(self):
return self.__y
@abc.abstractmethod
def draw(self,surface):
pass
@abc.abstractmethod
def get_rect(self):
pass
from Drawable import *
import pygame, sys
from pygame.locals import *
class Ball(Drawable):
def __init__(self, x=20, y=400,color=(0, 0,0)):
super().__init__(x, y,color)
self.x = x
self.y = y
self.position = (self.x,self.y)
self.visible = False
def draw(self,s):
if self.visible == True:
pygame.draw.circle(s,(255,0,0),(int(self.x), int(self.y)),8)
def get_rect(self):
pass
def getLoc(self):
return (self.x, self.y)
def setLoc(self, x, y):
self.x = x
self.y = y
def moveX(self, inc):
self.x = self.x + inc
def moveY(self, inc):
self.y = self.y + inc
答案 0 :(得分:0)
我建议添加updateballpos
作为Ball
的方法,因为它只会更新球属性。 xv
和yv
变量也应该是球的属性,然后你可以给每个球提供不同的速度。
要生成新球,您只需创建Ball
实例并将它们附加到列表中,然后使用for
循环更新并在此列表中绘制球。在绘制球之前,您可以使用fill
方法(或blit背景表面)清除屏幕。
对于弹弓效果,您可以存储rel
事件的pygame.MOUSEMOTION
属性(鼠标的相对移动,以像素为单位),当您实例化它们时将其传递给球,并将其分配给xv
,yv
属性。
这是一个简单,完整的例子:
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((500,500))
class Ball:
# Pass the xv, yv as arguments as well.
def __init__(self, x=20, y=400, xv=0, yv=0, color=(0, 0,0)):
self.x = x
self.y = y
# Give the objects xv and yv attributes.
self.xv = xv
self.yv = yv
self.position = (self.x,self.y)
self.visible = False
def draw(self,s):
if self.visible == True:
pygame.draw.circle(s,(255,0,0),(int(self.x), int(self.y)),8)
def get_rect(self):
pass
def getLoc(self):
return (self.x, self.y)
def setLoc(self, x, y):
self.x = x
self.y = y
def moveX(self, dt):
self.x += dt * self.xv
def moveY(self, dt):
self.y += dt * self.yv
# Add a method to update the position and other attributes.
# Call it every frame.
def update(self, dt):
self.moveX(dt)
self.moveY(dt)
if self.y > 400:
self.yv = -R * self.yv
self.xv = eta * self.xv
else:
self.yv = self.yv - g * dt
dt = 0.1
g = 6.67
R = 0.7
eta = 0.5
balls = []
clock = pygame.time.Clock()
rel_x = 0
rel_y = 0
while True:
for event in pygame.event.get():
if (event.type == pygame.QUIT or
event.type == pygame.KEYDOWN and event.key == pygame.K_q):
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
# Create a new ball instance and append it to the list.
# Pass the rel (the relative mouse movement) as well.
ball = Ball(xv=rel_x*10, yv=rel_y*10) # * 10 to make the balls faster.
ball.visible = True
balls.append(ball)
if event.type == pygame.MOUSEMOTION:
# event.rel is the relative movement of the mouse.
rel_x = event.rel[0]
rel_y = event.rel[1]
# Call the update methods of all balls.
for ball in balls:
ball.update(dt)
# Clear the screen with fill (or blit a background surface).
screen.fill((255,255,255))
# Draw the balls.
for ball in balls:
ball.draw(screen)
pygame.display.update()
dt = clock.tick(30) / 1000