我在Pong教程结尾的教程中先从猕猴桃玩起,然后根据得分添加'Winner'标签。
为此,我设计了一个获奖者标签:
<Winner>:
Label:
font_size: 200
#center_x: self.parent.width * .5
#center_y: self.parent.top - .5
text: "wINNER!"
根据Pong游戏的尺寸,我想将此标签放在中间,但最终会在左下方。
我也尝试过直接在python中添加小部件(请参见更新方法),但是我仍然不知道如何动态地进行放置,就像其他带有分数的标签如何在kivy文件中的PongGame中放置一样
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.label import Label
from kivy.properties import (
NumericProperty, ReferenceListProperty, ObjectProperty
)
from kivy.vector import Vector
from kivy.clock import Clock
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
class PongBall(Widget):
velocity_x = NumericProperty(0)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
def move(self):
self.pos = Vector(*self.velocity) + self.pos
class Winner(Widget):
pass
class PongGame(Widget):
ball = ObjectProperty(None)
player1 = ObjectProperty(None)
player2 = ObjectProperty(None)
def serve_ball(self, vel=(4, 0)):
self.ball.center = self.center
self.ball.velocity = vel
def update(self, dt):
self.ball.move()
# bounce of paddles
self.player1.bounce_ball(self.ball)
self.player2.bounce_ball(self.ball)
# bounce ball off bottom or top
if (self.ball.y < self.y) or (self.ball.top > self.top):
self.ball.velocity_y *= -1
# went of to a side to score point?
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))
if self.player1.score>0:
Clock.unschedule(self.update)
self.add_widget(Winner())
# self.add_widget(text='bla',center_y=self.parent.top-50)
self.add_widget(Label(text='bla',center_y=self.parent.top-50))
if self.player2.score>0:
Clock.unschedule(self.update)
self.add_widget(Winner())
self.add_widget(Label(text='bla',center_y=self.parent.top-50))
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()
猕猴桃
#:kivy 1.0.9
<PongBall>:
size: 50, 50
canvas:
Ellipse:
pos: self.pos
size: self.size
<Winner>:
Label:
font_size: 200
center_x: self.parent.width * .5
center_y: self.parent.top - .5
text: "wINNER!"
<PongPaddle>:
size: 20, 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
top: root.top - 50
text: str(root.player2.score)
Label:
font_size: 70
center_x: root.width * .5
top: root.top - 50
text: "Winner!"
PongBall:
id: pong_ball
center: self.parent.center
PongPaddle:
id: player_left
x: root.x
y: root.center_y
PongPaddle:
id: player_right
x: root.width-self.width
center_y: root.center_y
如何引用父窗口小部件的属性? 谢谢!
答案 0 :(得分:1)
kv文件和Python脚本需要以下增强功能才能解决该问题。
app.root
来指代根窗口小部件。Kv语言有三个关键字:
- app :始终引用您的应用程序实例。
- root :指当前规则中的基本小部件/模板
- 自我:始终引用当前小部件
Kivy Language » Value Expressions, on_property Expressions, ids, and Reserved Keywords
自己
关键字self引用“当前小部件实例”:
Button: text: 'My state is %s' % self.state
root
此关键字仅在规则定义中可用,代表 规则的根窗口小部件(规则的第一个实例):
<MyWidget>: custom: 'Hello world' Button: text: root.custom
应用
此关键字始终引用您的应用实例。相当于一个 在Python中调用kivy.app.App.get_running_app()。
Label: text: app.name
<Winner>:
font_size: 200
center: app.root.center
text: "WINNER!"
Winner()
的继承从Widget
更改为Label
,因为我们实际上不需要两个小部件,这样可以减少资源使用,例如内存,应用程序大小等。Winner
对象。class Winner(Label):
pass
class PongGame(Widget):
...
def update(self, dt):
self.ball.move()
...
if self.player1.score > 0:
self.add_widget(Winner())
if self.player2.score > 0:
self.add_widget(Winner())
def on_touch_move(self, touch):
...