variable 'obstacle_center_x' set but not used [-Wunused-but-set-variable]
时间: 2024-02-13 08:03:45 浏览: 130
这是一个编译器的警告信息,意思是变量'obstacle_center_x'被设置了但是没有被使用。这通常是因为代码中有一些无用的变量或者变量被误用的情况。你可以检查一下代码,看看是否有地方可以使用该变量,或者将该变量的定义删除,以避免警告信息的出现。同时,也需要注意编译器的版本和设置,有些编译器可能会对未使用的变量报错而非警告。
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# 初始化障碍物和柱子墙位置 obstacle_x = SCREEN_WIDTH pillar_x = [SCREEN_WIDTH + PILLAR_DISTANCE, SCREEN_WIDTH + PILLAR_DISTANCE * 2, SCREEN_WIDTH + PILLAR_DISTANCE * 3] # 游戏循环 while True: # 显示障碍物和柱子墙 draw_obstacle(obstacle_x, obstacle_y, obstacle_width, obstacle_height) for i in range(3): draw_pillar(pillar_x[i], pillar_height[i]) # 移动障碍物和柱子墙 obstacle_x -= OBSTACLE_SPEED for i in range(3): pillar_x[i] -= OBSTACLE_SPEED # 重新生成障碍物和柱子墙 if obstacle_x < -OBSTACLE_WIDTH: obstacle_x = SCREEN_WIDTH obstacle_y = random.randint(0, SCREEN_HEIGHT - OBSTACLE_HEIGHT) for i in range(3): if pillar_x[i] < -PILLAR_WIDTH: pillar_x[i] = SCREEN_WIDTH + PILLAR_DISTANCE * (i + 1) pillar_height[i] = random.randint(0, SCREEN_HEIGHT - PILLAR_GAP) # 初始化小鸟位置和速度 bird_x = BIRD_X bird_y = SCREEN_HEIGHT // 2 bird_v = 0 # 游戏循环 while True: # 监听用户输入 for event in pygame.event.get(): if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: bird_v = BIRD_JUMP_SPEED # 移动小鸟 bird_y += bird_v bird_v += BIRD_GRAVITY # 碰撞检测 if bird_x + BIRD_WIDTH > obstacle_x and bird_x < obstacle_x + OBSTACLE_WIDTH \ and (bird_y < obstacle_y or bird_y + BIRD_HEIGHT > obstacle_y + OBSTACLE_HEIGHT): break for i in range(3): if bird_x + BIRD_WIDTH > pillar_x[i] and bird_x < pillar_x[i] + PILLAR_WIDTH \ and (bird_y < pillar_height[i] or bird_y + BIRD_HEIGHT > pillar_height[i] + PILLAR_GAP): break # 显示小鸟 draw_bird(bird_x, bird_y) # 游戏结束 if bird_y < 0 or bird_y + BIRD_HEIGHT > SCREEN_HEIGHT: break请帮我完善这段程序使其能在Python上运行不报错
这段程序看起来是一个使用 Pygame 库实现的小鸟飞跃柱子的游戏,但是缺少 Pygame 相关的初始化和显示代码。可以参考下面的代码进行补充:
```python
import pygame
import random
# 初始化 Pygame
pygame.init()
# 设置游戏窗口大小
SCREEN_WIDTH = 400
SCREEN_HEIGHT = 600
# 设置障碍物和柱子墙大小和间隔
OBSTACLE_WIDTH = 50
OBSTACLE_HEIGHT = 400
OBSTACLE_SPEED = 5
PILLAR_WIDTH = 50
PILLAR_GAP = 150
PILLAR_DISTANCE = 200
# 设置小鸟大小和速度
BIRD_WIDTH = 50
BIRD_HEIGHT = 50
BIRD_X = SCREEN_WIDTH // 2 - BIRD_WIDTH // 2
BIRD_JUMP_SPEED = -10
BIRD_GRAVITY = 1
# 初始化障碍物和柱子墙位置
obstacle_x = SCREEN_WIDTH
pillar_x = [SCREEN_WIDTH + PILLAR_DISTANCE, SCREEN_WIDTH + PILLAR_DISTANCE * 2, SCREEN_WIDTH + PILLAR_DISTANCE * 3]
obstacle_y = random.randint(0, SCREEN_HEIGHT - OBSTACLE_HEIGHT)
pillar_height = [random.randint(0, SCREEN_HEIGHT - PILLAR_GAP) for i in range(3)]
# 创建游戏窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Flappy Bird")
# 显示障碍物和柱子墙
def draw_obstacle(x, y, w, h):
pygame.draw.rect(screen, (0, 255, 0), (x, y, w, h))
def draw_pillar(x, h):
pygame.draw.rect(screen, (0, 255, 0), (x, 0, PILLAR_WIDTH, h))
pygame.draw.rect(screen, (0, 255, 0), (x, h + PILLAR_GAP, PILLAR_WIDTH, SCREEN_HEIGHT - h - PILLAR_GAP))
# 显示小鸟
def draw_bird(x, y):
pygame.draw.rect(screen, (255, 0, 0), (x, y, BIRD_WIDTH, BIRD_HEIGHT))
# 初始化小鸟位置和速度
bird_x = BIRD_X
bird_y = SCREEN_HEIGHT // 2 - BIRD_HEIGHT // 2
bird_v = 0
# 游戏循环
while True:
# 监听用户输入
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
bird_v = BIRD_JUMP_SPEED
# 显示背景
screen.fill((255, 255, 255))
# 显示障碍物和柱子墙
draw_obstacle(obstacle_x, obstacle_y, OBSTACLE_WIDTH, OBSTACLE_HEIGHT)
for i in range(3):
draw_pillar(pillar_x[i], pillar_height[i])
# 移动障碍物和柱子墙
obstacle_x -= OBSTACLE_SPEED
for i in range(3):
pillar_x[i] -= OBSTACLE_SPEED
# 重新生成障碍物和柱子墙
if obstacle_x < -OBSTACLE_WIDTH:
obstacle_x = SCREEN_WIDTH
obstacle_y = random.randint(0, SCREEN_HEIGHT - OBSTACLE_HEIGHT)
for i in range(3):
if pillar_x[i] < -PILLAR_WIDTH:
pillar_x[i] = SCREEN_WIDTH + PILLAR_DISTANCE * (i + 1)
pillar_height[i] = random.randint(0, SCREEN_HEIGHT - PILLAR_GAP)
# 移动小鸟
bird_y += bird_v
bird_v += BIRD_GRAVITY
# 碰撞检测
if bird_x + BIRD_WIDTH > obstacle_x and bird_x < obstacle_x + OBSTACLE_WIDTH \
and (bird_y < obstacle_y or bird_y + BIRD_HEIGHT > obstacle_y + OBSTACLE_HEIGHT):
break
for i in range(3):
if bird_x + BIRD_WIDTH > pillar_x[i] and bird_x < pillar_x[i] + PILLAR_WIDTH \
and (bird_y < pillar_height[i] or bird_y + BIRD_HEIGHT > pillar_height[i] + PILLAR_GAP):
break
# 显示小鸟
draw_bird(bird_x, bird_y)
# 游戏结束
if bird_y < 0 or bird_y + BIRD_HEIGHT > SCREEN_HEIGHT:
break
# 更新显示
pygame.display.update()
# 退出 Pygame
pygame.quit()
```
注意,这里的代码实现可能不完整或有错误,只能作为参考。如果还有问题,可以提出来一起讨论。
ArrayList<Obstacle> obstacles = new ArrayList<Obstacle>(); float obstacle_speed = 3; float obstacle_gap = 100; float obstacle_min_height = 50; float obstacle_max_height = 300; float obstacle_min_width = 20; float obstacle_max_width = 30; class Obstacle { float x, y, width, height, speed; Obstacle(float x_, float y_, float w_, float h_, float s_) { x = x_; y = y_; width = w_; height = h_; speed = s_; } void update() { x -= speed; } void draw() { rect(x, y, width, height); } } void setup() { size(1000, 500); colorMode(HSB); rectMode(CORNER); generateObstacle(); } void draw() { background(#635C81); for (Obstacle o : obstacles) { o.update(); o.draw(); } if (obstacles.size() > 0 && obstacles.get(0).x + obstacles.get(0).width < 0) { obstacles.remove(0); } if (obstacles.size() == 0 || obstacles.get(obstacles.size()-1).x + obstacles.get(obstacles.size()-1).width < width - obstacle_gap) { generateObstacle(); } } void generateObstacle() { float obstacle_height = random(obstacle_min_height, obstacle_max_height); float obstacle_width = random(obstacle_min_width, obstacle_max_width); float obstacle_y = random(0, height - obstacle_height); float obstacle_x = width; obstacles.add(new Obstacle(obstacle_x, obstacle_y, obstacle_width, obstacle_height, obstacle_speed)); }
这段代码看起来像是一个游戏的代码,使用 Processing 语言编写,其中定义了一个障碍物类 Obstacle,包含坐标、大小和速度等属性,以及更新和绘制方法。在 setup 函数中设置了窗口大小和背景颜色,然后调用 generateObstacle 函数生成障碍物,并在 draw 函数中更新和绘制障碍物,同时根据需要删除和生成新的障碍物。
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