def move_towards_player(self, player): # Find direction vector (dx, dy) between enemy and player. dx, dy = player.rect.x - self.rect.x, player.rect.y - self.rect.y dist = math.hypot(dx, dy) dx, dy = dx / dist, dy / dist

时间: 2023-06-15 17:08:33 浏览: 59
这是一个 Python 代码段,它定义了一个名为 `move_towards_player` 的方法,该方法接受一个 `player` 参数来表示玩家对象。该方法的作用是将当前对象(敌人)朝向玩家移动。 该方法的实现首先计算敌人与玩家之间的方向向量,即 `dx` 和 `dy`。然后使用 `math.hypot` 函数计算方向向量的长度(即敌人与玩家之间的距离),并将方向向量标准化,以便在每个时间步长中移动相同的距离。 具体来说,`dx` 和 `dy` 的计算公式为: ``` dx = player.rect.x - self.rect.x dy = player.rect.y - self.rect.y ``` 然后,使用以下代码将方向向量标准化: ``` dist = math.hypot(dx, dy) dx, dy = dx / dist, dy / dist ``` 最后,可以将标准化的方向向量乘以敌人的速度(或移动距离)并将其添加到敌人的当前位置,以将敌人移动到玩家附近。
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def move_towards_player2(self, player): # Find direction vector (dx, dy) between enemy and player. dirvect = pygame.math.Vector2(player.rect.x - self.rect.x, player.rect.y - self.rect.y) dirvect.normalize() # Move along this normalized vector towards the player at current speed. dirvect.scale_to_length(self.speed) self.rect.move_ip(dirvect)

这是一个 Python 类中的方法,用于让一个敌人角色向玩家角色移动。该方法接受一个参数 player,表示玩家角色对象。 首先,该方法计算出敌人角色与玩家角色之间的方向向量(dx,dy),使用 pygame.math.Vector2 类来实现。然后,将该向量归一化(即将其长度缩放为 1),以便用于指示移动方向。 接下来,将归一化的方向向量乘以敌人角色的速度(self.speed),从而得到一个具有正确长度和方向的位移向量。最后,使用 pygame.Rect 类的 move_ip() 方法将敌人角色的位置向该方向移动。 需要注意的是,该方法会直接修改敌人角色对象的位置,而不是返回一个新的位置值。

Create a function pixel_flip(lst, orig_lst, budget, results, i=0) that uses recursion to generate all possible new unique images from the input orig_lst, following these rules: • The input lst is the current list being processed. Initially, this will be the same as orig_lst which is the original flattened image. • The input budget represents the number of pixels that can still be flipped. When the budget reaches 0, no more pixels can be flipped. • The input results is a list of resulting flattened images with flipped pixels. Initially, this will be an empty list. • The input i represents the index of the pixel being processed, by default set to 0, which is used to drive the recursive function towards its base case (i.e., initially starting from i=0). At termination of the function, the argument results should contain all possibilities of the input orig_lst by only flipping pixels from 0 to 1 under both the budget and the adjacency constraints. fill code at #TODO def pixel_flip(lst: list[int], orig_lst: list[int], budget: int, results: list, i: int = 0) -> None: """ Uses recursion to generate all possibilities of flipped arrays where a pixel was a 0 and there was an adjacent pixel with the value of 1. :param lst: 1D list of integers representing a flattened image . :param orig_lst: 1D list of integers representing the original flattened image. :param budget: Integer representing the number of pixels that can be flipped . :param results: List of 1D lists of integers representing all possibilities of flipped arrays, initially empty. :param i: Integer representing the index of the pixel in question. :return: None. """ #TODO def check_adjacent_for_one(flat_image: list[int], flat_pixel: int) -> bool: """ Checks if a pixel has an adjacent pixel with the value of 1. :param flat_image: 1D list of integers representing a flattened image . :param flat_pixel: Integer representing the index of the pixel in question. :return: Boolean. """ #TODO

Here's the code for the pixel_flip function and check_adjacent_for_one helper function: ``` def pixel_flip(lst: list[int], orig_lst: list[int], budget: int, results: list, i: int = 0) -> None: """ Uses recursion to generate all possibilities of flipped arrays where a pixel was a 0 and there was an adjacent pixel with the value of 1. :param lst: 1D list of integers representing a flattened image. :param orig_lst: 1D list of integers representing the original flattened image. :param budget: Integer representing the number of pixels that can be flipped. :param results: List of 1D lists of integers representing all possibilities of flipped arrays, initially empty. :param i: Integer representing the index of the pixel in question. :return: None. """ if budget == 0: # Base case: no more pixels can be flipped results.append(lst) return if i >= len(lst): # Base case: all pixels have been checked return if lst[i] == 0 and check_adjacent_for_one(orig_lst, i): # Flip the current pixel and recurse with a lower budget new_lst = lst.copy() new_lst[i] = 1 pixel_flip(new_lst, orig_lst, budget - 1, results, i + 1) # Recurse without flipping the current pixel pixel_flip(lst, orig_lst, budget, results, i + 1) def check_adjacent_for_one(flat_image: list[int], flat_pixel: int) -> bool: """ Checks if a pixel has an adjacent pixel with the value of 1. :param flat_image: 1D list of integers representing a flattened image. :param flat_pixel: Integer representing the index of the pixel in question. :return: Boolean. """ row_size = int(len(flat_image)**0.5) row = flat_pixel // row_size col = flat_pixel % row_size if row > 0 and flat_image[(row-1)*row_size+col] == 1: return True if row < row_size-1 and flat_image[(row+1)*row_size+col] == 1: return True if col > 0 and flat_image[row*row_size+(col-1)] == 1: return True if col < row_size-1 and flat_image[row*row_size+(col+1)] == 1: return True return False ``` The pixel_flip function takes in the current list being processed, orig_lst which is the original flattened image, budget representing the number of pixels that can still be flipped, results which is initially an empty list of resulting flattened images with flipped pixels, and i representing the index of the pixel being processed. The function uses recursion to generate all possibilities of flipped arrays where a pixel was a 0 and there was an adjacent pixel with the value of 1. It first checks if the budget is 0 or if all pixels have been checked, and returns accordingly. If the current pixel is 0 and has an adjacent pixel with the value of 1, it flips the current pixel and recurses with a lower budget. Otherwise, it recurses without flipping the current pixel. The check_adjacent_for_one helper function takes in the flattened image and the index of the pixel in question, and checks if the pixel has an adjacent pixel with the value of 1. It calculates the row and column of the pixel using integer division and modulus, and checks if the adjacent pixels in the vertical and horizontal directions have the value of 1. If any of the adjacent pixels have the value of 1, it returns True, otherwise it returns False.

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# Step 1 import set up turtle and Screenimport turtleimport randoms = turtle.Screen()s.title("Pong")s.bgcolor("black")s.setup(width=600, height=400) # Step 2 Create ballball = turtle.Turtle()ball.speed(0)ball.shape("circle")ball.color("white")ball.penup()ball.goto(0, 0)ball.dx = 4ball.dy = 4 # Step 3 Create AI paddleai = turtle.Turtle()ai.speed(0)ai.shape("square")ai.color("white")ai.penup()ai.goto(-250, 0)ai.shapesize(stretch_wid=5, stretch_len=1) # Step 4 Create a paddle For Youyou = turtle.Turtle()you.speed(0)you.shape("square")you.color("white")you.penup()you.goto(250, 0)you.shapesize(stretch_wid=5, stretch_len=1) # Step 5 Create Function to move AI paddledef move_ai_paddle(): y = ball.ycor() if y > 0: ai.sety(ai.ycor() + 2) else: ai.sety(ai.ycor() - 2) # Step 6 Create a Function to move the your paddledef paddle2_up(): y = you.ycor() y += 20 you.sety(y) def paddle2_down(): y = you.ycor() y -= 20 you.sety(y)# Your Paddle control it with keys.listen()s.onkeypress(paddle2_up, "Up")s.onkeypress(paddle2_down, "Down") # Step 7 Start the game with a while loopwhile True: s.update() # Move the ball ball.setx(ball.xcor() + ball.dx) ball.sety(ball.ycor() + ball.dy) # Check for collisions with the walls if ball.ycor() > 190 or ball.ycor() < -190: ball.dy *= -1 # Move the robot paddle towards the ball if ball.ycor() > ai.ycor(): ai.sety(ai.ycor() + 4) elif ball.ycor() < ai.ycor(): ai.sety(ai.ycor() - 4) # Check for end game conditions if ball.xcor() > 300: turtle.textinput("Game End", "You Loss Pong Game With AI!") break if ball.xcor() < -300: turtle.textinput("Game End", "You Win Pong Game With AI!") break # Check for collisions with the robot paddle if (ball.xcor() < -240 and ball.xcor() > -250) and (ball.ycor() < ai.ycor() + 40 and ball.ycor() > ai.ycor() - 40): if random.random() < 0.9: # 90% chance of collision ball.dx *= -1 # Check for collisions with the user paddle if (ball.xcor() > 240 and ball.xcor() < 250) and (ball.ycor() < you.ycor() + 40 and ball.ycor() > you.ycor() - 40): ball.dx *= -1 turtle.exitonclick()

Create a function pixel_flip(lst, orig_lst, budget, results, i=0) that uses recursion to generate all possible new unique images from the input orig_lst, following these rules: • The input lst is the current list being processed. Initially, this will be the same as orig_lst which is the original flattened image. • The input budget represents the number of pixels that can still be flipped. When the budget reaches 0, no more pixels can be flipped. • The input results is a list of resulting flattened images with flipped pixels. Initially, this will be an empty list. • The input i represents the index of the pixel being processed, by default set to 0, which is used to drive the recursive function towards its base case (i.e., initially starting from i=0). At termination of the function, the argument results should contain all possibilities of the input orig_lst by only flipping pixels from 0 to 1 under both the budget and the adjacency constraints. fill code at #TODO def pixel_flip(lst: list[int], orig_lst: list[int], budget: int, results: list, i: int = 0) -> None: """ Uses recursion to generate all possibilities of flipped arrays where a pixel was a 0 and there was an adjacent pixel with the value of 1. :param lst: 1D list of integers representing a flattened image . :param orig_lst: 1D list of integers representing the original flattened image. :param budget: Integer representing the number of pixels that can be flipped . :param results: List of 1D lists of integers representing all possibilities of flipped arrays, initially empty. :param i: Integer representing the index of the pixel in question. :return: None. """ #TODO

from turtle import * def star(center_point,first_vertex,radius): """根据圆心坐标及其第一个顶点坐标绘制五角星""" up() seth(0) goto(center_point) angle = towards(first_vertex) goto(first_vertex) lt(angle) rt(90) # 确定五个顶点坐标 five_vertex_points = [first_vertex] for _ in range(4): circle(-radius,360/5) five_vertex_points.append(pos()) # 开始绘制五角星 goto(first_vertex) color('yellow') down() begin_fill() for index in range(len(five_vertex_points)): goto(five_vertex_points[(index*2)%len(five_vertex_points)]) goto(first_vertex) end_fill() def China_Flag(height,start_x = None,start_y = None): tracer(0) # 设置高宽 width = (height / 2) * 3 if start_x is None and start_y is None: # 设置绘制起点 start_x = -(width/2) start_y = -(height/2) up() goto(start_x,start_y) down() # 绘制矩形旗面 setheading(0) color('red') begin_fill() for i in range(2): fd(width) lt(90) fd(height) lt(90) end_fill() # 确定五颗星的中心坐标 five_star_center_points = [(start_x+width/2/15*5,start_y+(1/2+5/20)*height), (start_x+width/2/15*10,start_y+(1/2+8/20)*height), (start_x+width/2/15*12,start_y+(1/2+6/20)*height), (start_x+width/2/15*12,start_y+(1/2+3/20)*height), (start_x+width/2/15*10,start_y+(1/2+1/20)*height),] # 确定五颗星的第一个顶点坐标 big_radius = height/2/10*3 # 大五星外接圆半径 small_radius = height/2/10 # 小五星外接圆半径 up() goto(five_star_center_points[0]) setheading(90) fd(big_radius) p = pos() first_vertex_points = [p] # 第一个顶点坐标 for point in five_star_center_points[1:]: goto(point) seth(0) angle = towards(five_star_center_points[0]) lt(angle) fd(small_radius) first_vertex_points.append(pos()) up() # 绘制五角星 # 大五角星 star(five_star_center_points[0], first_vertex_points[0], big_radius) # 4个小五角星 for i in range(1,5): star(five_star_center_points[i],first_vertex_points[i],small_radius) if __name__ == '__main__': screensize(600, 400) # 画布大小 bgcolor('black') # 背景颜色为黑色 speed(0) # 速度为最快 China_Flag(192,50,15) hideturtle() done()

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