如何修改这段代码 def render(self, mode='human'): self.ax.clear() # 绘制线路 for i in range(len(self.obstacle_pos)): self.ax.fill(self.obstacle_pos[i][0], self.obstacle_pos[i][1], color=self.color) # 智能体位置更新 for index, agent in enumerate(self.agents): rotated_plane_data = ndimage.rotate(agent.plane, 0, reshape=True) self.ax.imshow(rotated_plane_data, extent=[agent.position[0] - self.agent_size, agent.position[0] + self.agent_size, agent.position[1] - self.agent_size, agent.position[1]+self.agent_size]) for corner in self.corner_position: # 画面固定 self.ax.scatter(corner[0], corner[1], marker='o', color='white') # 轨迹更新 # for path in self.paths: # x, y = zip(*path) # self.ax.plot(x, y, 'b--') self.fig.canvas.draw() plt.pause(0.01)使得其在jupyter运行出来的图片变大
时间: 2024-02-14 07:07:40 浏览: 74
要在 Jupyter 中放大此代码生成的图片,可以尝试使用以下代码:
```
import matplotlib.pyplot as plt
%matplotlib inline
%config InlineBackend.figure_format = 'retina'
plt.rcParams['figure.figsize'] = [8, 8] # 修改图片大小,单位为英寸
```
将这段代码放在类定义的前面或后面,可以在 Jupyter 中将图片大小增大到 8x8 英寸。如果需要进一步调整图片大小,可以将 [8, 8] 修改为其他值。注意,这段代码只会对接下来的所有图片生效,如果需要对其他代码生成的图片进行放大,需要在每个代码块中都重新设置图片大小。
相关问题
解释这段代码def render(self, mode='human'): self.ax.clear() # 绘制线路 for i in range(len(self.obstacle_pos)): self.ax.fill(self.obstacle_pos[i][0], self.obstacle_pos[i][1], color=self.color) # 智能体位置更新 for index, agent in enumerate(self.agents): rotated_plane_data = ndimage.rotate(agent.plane, 0, reshape=True) self.ax.imshow(rotated_plane_data, extent=[agent.position[0] - self.agent_size, agent.position[0] + self.agent_size, agent.position[1] - self.agent_size, agent.position[1]+self.agent_size]) for corner in self.corner_position: # 画面固定 self.ax.scatter(corner[0], corner[1], marker='o', color='white') # 轨迹更新 # for path in self.paths: # x, y = zip(*path) # self.ax.plot(x, y, 'b--') self.fig.canvas.draw() plt.pause(0.01)
这段代码是一个强化学习环境中的渲染函数,用于将当前状态可视化,其中mode是渲染模式,可以是'human'或其他字符串。
该函数的具体实现包括以下几个步骤:
1. 清除绘图区域;
2. 绘制障碍物的轮廓;
3. 更新每个智能体的位置,使用ndimage.rotate()函数将智能体的平面旋转0度并显示在画布上;
4. 绘制画面固定的角落;
5. 更新每个代理的运动轨迹。注意该部分代码被注释掉了;
6. 刷新画布并将绘图暂停0.01秒,以便观察。
值得注意的是,该函数使用了matplotlib库进行绘图操作,因此在使用此函数前需要确保已经导入了该库。
帮我把下面代码添加注释class Button: def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)): self.text = text self.color = color self.rect = pygame.Rect(left, top, width, height) self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() # self.text_rect.center = self.rect.center self.active = False self.function = None button_group.append(self) def set_text(self, new_text): self.text = new_text self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() def draw(self, screen): if self.active: pygame.draw.rect(screen, (180, 180, 200), self.rect, 0) else: pygame.draw.rect(screen, self.color, self.rect, 0) self.text_rect.center = self.rect.center screen.blit(self.text_surface, self.text_rect) def get_click(self, event): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: self.active = True elif event.type == pygame.MOUSEBUTTONUP and self.active: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: # print(f'{self.text}按钮被点击') if callable(self.function): self.function() self.active = False def click_connect(self, function): self.function = function
以下是代码的注释:
```
class Button:
def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)):
# 初始化函数,设置按钮的文本、位置、大小和颜色
self.text = text
self.color = color
self.rect = pygame.Rect(left, top, width, height) # 按钮的矩形区域
self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) # 按钮文本的字体
self.text_surface = self.font.render(self.text, True, (0, 0, 0)) # 渲染按钮文本
self.text_rect = self.text_surface.get_rect() # 获取按钮文本的矩形区域
# self.text_rect.center = self.rect.center
self.active = False # 按钮是否被点击
self.function = None # 按钮被点击时调用的函数
button_group.append(self) # 将按钮对象添加到按钮组中
def set_text(self, new_text):
# 设置按钮的文本
self.text = new_text
self.text_surface = self.font.render(self.text, True, (0, 0, 0))
self.text_rect = self.text_surface.get_rect()
def draw(self, screen):
# 绘制按钮
if self.active:
pygame.draw.rect(screen, (180, 180, 200), self.rect, 0)
else:
pygame.draw.rect(screen, self.color, self.rect, 0)
self.text_rect.center = self.rect.center
screen.blit(self.text_surface, self.text_rect)
def get_click(self, event):
# 获取鼠标点击事件
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
self.active = True
elif event.type == pygame.MOUSEBUTTONUP and self.active:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
# print(f'{self.text}按钮被点击')
if callable(self.function):
self.function()
self.active = False
def click_connect(self, function):
# 将按钮与函数连接,当按钮被点击时调用函数
self.function = function
```
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