我用pygame编写了一个程序,其中有一个球在屏幕上弹跳,我想绘制下一个球要撞到墙壁的位置。我想引用球的x_step和y_step并使用其移动弹跳位置。我也不想看到跳出位置移动。我只想看看它的结局。如果弹跳位置和球的x和y坐标都相同,我想将弹跳位置移动到新位置。我在做所有这些事情时遇到麻烦。
import pygame
import random
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
MAX_RADIUS = 30
NUMBER_OF_BALLS = 1
class Ball:
def __init__(self, x, y, x_step, y_step, color, radius, screen):
self.x = x
self.y = y
self.x_step = x_step
self.y_step = y_step
self.color = color
self.radius = radius
self.screen = screen
def move_ball(self):
self.x += self.x_step
self.y += self.y_step
if not self.radius <= self.x <= SCREEN_WIDTH - self.radius:
self.x_step *= -1
if not self.radius <= self.y <= SCREEN_HEIGHT - self.radius:
self.y_step *= -1
def move_location(self):
self.x += self.x_step
self.y += self.y_step
if not self.radius <= self.x <= SCREEN_WIDTH - self.radius:
self.x_step = 0
self.y_step = 0
if not self.radius <= self.y <= SCREEN_HEIGHT - self.radius:
self.y_step = 0
self.x_step = 0
def draw_ball(self):
pygame.draw.circle(self.screen, self.color, (self.x, self.y), self.radius)
def draw_location(self):
pygame.draw.circle(self.screen, self.color, (self.x, self.y), self.radius, 2)
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
colors = [WHITE, RED, GREEN, BLUE]
balls = []
bounce_locations = []
for _ in range(NUMBER_OF_BALLS):
x = random.randrange(MAX_RADIUS, SCREEN_WIDTH - MAX_RADIUS)
y = random.randrange(MAX_RADIUS, SCREEN_HEIGHT - MAX_RADIUS)
x_step = random.choice([-3, -2, -1, 1, 2, 3])
y_step = random.choice([-3, -2, -1, 1, 2, 3])
color = random.choice(colors)
radius = random.randrange(5, MAX_RADIUS)
ball = Ball(x, y, x_step, y_step, color, radius, screen)
bounce_location = Ball(x, y, 0, 0, color, radius, screen)
balls.append(moving_ball)
bounce_locations.append(bounce_location)
running = True
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill(BLACK)
for ball in balls:
ball.move_ball()
ball.draw_ball()
for location in bounce_locations:
location.move_location()
if not radius <= x <= SCREEN_WIDTH - radius:
location.draw_location()
if not radius <= y <= SCREEN_HEIGHT - radius:
location.draw_location()
pygame.display.update()
clock.tick(60)
if __name__ == "__main__":
main()
答案 0 :(得分:2)
如果要访问对象的属性,则需要引用该对象的变量。
我建议使用实现2个单独的类Ball
和Location
。位置类不需要步骤属性,也不需要move
方法。
class Location:
def __init__(self, x, y, x_step, y_step, color, radius, screen):
self.x = x
self.y = y
self.x_step = x_step
self.y_step = y_step
self.color = color
self.radius = radius
self.screen = screen
def move(self):
self.x += self.x_step
self.y += self.y_step
if not self.radius <= self.x <= SCREEN_WIDTH - self.radius:
self.x_step = 0
self.y_step = 0
if not self.radius <= self.y <= SCREEN_HEIGHT - self.radius:
self.y_step = 0
self.x_step = 0
def draw(self):
pygame.draw.circle(self.screen, self.color, (self.x, self.y), self.radius, 2)
move
的{{1}}方法获得一个新的参数``。每次球反弹时,都会附加一个新的Ball
对象:
Location
完整示例:
class Ball:
def __init__(self, x, y, x_step, y_step, color, radius, screen):
self.x = x
self.y = y
self.x_step = x_step
self.y_step = y_step
self.color = color
self.radius = radius
self.screen = screen
def move(self, bounce_locations):
self.x += self.x_step
self.y += self.y_step
if not self.radius <= self.x <= SCREEN_WIDTH - self.radius:
self.x_step *= -1
bounce_locations.append(Location(self.x, self.y, self.color, self.radius, self.screen))
if not self.radius <= self.y <= SCREEN_HEIGHT - self.radius:
self.y_step *= -1
bounce_locations.append(Location(self.x, self.y, self.color, self.radius, self.screen))
def draw(self):
pygame.draw.circle(self.screen, self.color, (self.x, self.y), self.radius)