蟒蛇乒乓游戏,球拍运动过程中球速随机变化

时间:2021-07-15 11:39:02

标签: python game-physics turtle-graphics python-turtle pong

我从学习 Python 开始,并尝试遵循有关如何在 Python 中制作乒乓球游戏的教程。在我的比赛中,球的速度会以某种方式波动并且不一致,尤其是当我使用 W 或 S 和箭头键移动任一拨片时,速度会发生变化并造成不便。我已经多次检查代码是否有错误,但我无法弄清楚。这是我的代码。

import turtle

win = turtle.Screen()
win.title("Pong by killkennyale")
win.bgcolor("black")
win.setup(width=800, height=600)
win.tracer(0)

# Score
score_a = 0
score_b = 0


# Paddle A
paddle_a = turtle.Turtle()
paddle_a.speed(0) #speed of animation of paddle
paddle_a.shape("square")
paddle_a.shapesize(stretch_wid=5, stretch_len=1) 
paddle_a.color("white")
paddle_a.penup() #turtle draws lines, we don't want that duh
paddle_a.goto(-350,0) #coordinates for turtle-paddle


# Paddle B
paddle_b = turtle.Turtle()
paddle_b.speed(0) #speed of animation of paddle
paddle_b.shape("square")
paddle_b.shapesize(stretch_wid=5, stretch_len=1) 
paddle_b.color("white")
paddle_b.penup() #turtle draws lines, we don't want that duh
paddle_b.goto(350,0) #coordinates for turtle-paddle


# Ball
ball = turtle.Turtle()
ball.speed(0) #speed of animation of ball
ball.shape("circle")
ball.shapesize(stretch_wid=1, stretch_len=1) 
ball.color("white")
ball.penup() #turtle draws lines, we don't want that duh
ball.goto(0,0) #coordinates for turtle-ball
ball.dx = 0.5 #speed of x
ball.dy = 0.5 #speed of y

# Pen
pen = turtle.Turtle()
pen.speed(0)
pen.color("white")
pen.penup()
pen.hideturtle() # we don't need to see it
pen.goto(0, 260)
pen.write("Player A: {} Player B: {}".format(score_a, score_b), align="center", font=("Courier", 16, "normal"))

# now we gotta make the paddle move using a keyboard

# Function
def paddle_a_up():
    y = paddle_a.ycor() #assign y-coordinate to variable y
    y = y + 20 #add 20 pixels to y-coordinate
    paddle_a.sety(y)

def paddle_a_down():
    y = paddle_a.ycor() #assign y-coordinate to variable y
    y = y - 20 #add 20 pixels to y-coordinate
    paddle_a.sety(y)

def paddle_b_up():
    y = paddle_b.ycor() #assign y-coordinate to variable y
    y = y + 20 #add 20 pixels to y-coordinate
    paddle_b.sety(y)

def paddle_b_down():
    y = paddle_b.ycor() #assign y-coordinate to variable y
    y = y - 20 #add 20 pixels to y-coordinate
    paddle_b.sety(y)

# Keyboard Binding
win.listen() # tells the turtle to listen to the keyboard
win.onkeypress(paddle_a_up, "w")
win.onkeypress(paddle_a_down, "s")
# when we press 'w'or's' then it calls paddle_a_up or down and adds or subtracts 20 to the y coordinate
win.onkeypress(paddle_b_up, "Up")
win.onkeypress(paddle_b_down, "Down")
# when we press 'up'or'down' arrow then it calls paddle_b_up or down and adds or subtracts 20 to the y coordinate


#Main Game Loop
while True:
    win.update()

    # Move the ball
    ball.setx(ball.xcor() + ball.dx)
    ball.sety(ball.ycor() + ball.dy)

    # Border Checking
    if ball.ycor() > 290:
        ball.sety(290) # it reaches roof at 300
        ball.dy = ball.dy * -1
   
    if ball.ycor() < -290:
        ball.sety(-290) # it reaches roof at 300
        ball.dy = ball.dy * -1
   
    if ball.xcor() > 390:
        ball.goto(0,0)
        ball.dx = ball.dx * -1
        score_a += 1
        pen.clear()
        pen.write("Player A: {} Player B: {}".format(score_a, score_b), align="center", font=("Courier", 16, "normal"))

    if ball.xcor() < -390:
        ball.goto(0,0)
        ball.dx = ball.dx * -1
        score_b += 1
        pen.clear()
        pen.write("Player A: {} Player B: {}".format(score_a, score_b), align="center", font=("Courier", 16, "normal"))

    # Paddle and ball collisions
    if (ball.xcor() > 340 and ball.xcor() < 350) and (ball.ycor() < paddle_b.ycor() + 40 and ball.ycor() > paddle_b.ycor() - 40):
        ball.setx(340)
        ball.dx *= -1

    if (ball.xcor() < -340 and ball.xcor() > -350) and (ball.ycor() < paddle_a.ycor() + 40 and ball.ycor() > paddle_a.ycor() - 40):
        ball.setx(-340)
        ball.dx *= -1

1 个答案:

答案 0 :(得分:2)

您需要一个主/游戏/动画循环,其设置方式可以恒定速度向前移动,而不是像您目前那样以可变速度前进。

在您的示例中设置 while 循环后,将在上一次迭代后立即调用循环的下一次迭代,并且每次迭代可能需要 可变 的时间去完成。但是你的球和桨的移动量固定,这就是你有问题的原因。例如,循环的第一帧/迭代可能需要 1 毫秒,但第二帧/迭代可能需要 7 毫秒,因为按下了一个键,因此计算机会完成更多计算。因此,在第 1 帧中,球将在 1 毫秒内移动 dxdy,但在下一帧中,球再次移动 dxdy 需要 7 毫秒 -换句话说,您的球/桨运动因此是可变的,因为它以可变的每秒帧数而不是固定的 fps 发生。

因此您可以告诉计算机以多长时间不断推进游戏/动画,而不是让它以可变速度推进。 (否则,如果您愿意,可以将事物调整为可变速度)。你可以通过一个以恒定帧率运行的回调函数来做到这一点——例如Pong with Turtle Graphics: Part 2 中的 frame() 函数:

framerate_ms = 40  # Every how many milliseconds must frame function be called?

def frame () :
    screen.ontimer(frame, framerate_ms)  # schedule this function to be called again
    check_if_someone_scores()
    update_paddle_positions()
    update_ball_position()
    screen.update()                      # display the new frame

frame()                                  # call it manually the first time
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