def move(self, speed): self.rect.centerx = self.rect.centerx + speed[0] * 2 里 speed[0]为什么要乘以2
时间: 2024-02-14 13:30:39 浏览: 123
在给定的代码中,speed[0] 被乘以 2 的目的可能是为了调整物体在水平方向上的移动速度。通过将速度乘以 2,可以使物体在每个时间步移动更远的距离,从而实现更快的水平移动效果。这样可以使物体在给定的时间内覆盖更大的水平距离,以适应特定的需求或游戏场景。需要注意的是,具体乘以多少倍应该根据实际情况进行调整,以达到期望的效果。
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import pygame import math from pygame.sprite import Sprite class Robot(Sprite): def __init__(self, screen): # initialize robot and its location 初始化机器人及其位置 self.screen = screen # load image and get rectangle 加载图像并获取矩形 self.image = pygame.image.load('images/robot.png').convert_alpha() self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # put sweeper on the center of window 把扫地机器人放在界面中央 self.rect.center = self.screen_rect.center # 初始角度 self.angle = 0 self.moving_speed = [1, 1] self.moving_pos = [self.rect.centerx, self.rect.centery] self.moving_right = False self.moving_left = False def blitme(self): # buld the sweeper at the specific location 把扫地机器人放在特定的位置 self.screen.blit(self.image, self.rect) def update(self, new_robot): # 旋转图片(注意:这里要搞一个新变量,存储旋转后的图片) new_robot.image = pygame.transform.rotate(self.image, self.angle) # 校正旋转图片的中心点 new_robot.rect = new_robot.image.get_rect(center=self.rect.center) self.moving_pos[0] -= math.sin(self.angle / 180 * math.pi) * self.moving_speed[0] self.moving_pos[1] -= math.cos(self.angle / 180 * math.pi) * self.moving_speed[1] self.rect.centerx = self.moving_pos[0] self.rect.centery = self.moving_pos[1] # 右转的处理 if self.moving_right: self.angle -= 1 if self.angle < -180: self.angle = 360 + self.angle # 左转的处理 if self.moving_left: self.angle += 1 if self.angle > 180: self.angle = self.angle - 360 # 上下边界反弹的处理 if (self.rect.top <= 0 and -90 < self.angle < 90) or ( self.rect.bottom >= self.screen_rect.height and (self.angle > 90 or self.angle < -90)): self.angle = 180 - self.angle # 左右边界反弹的处理 if (self.rect.left <= 0 and 0 < self.angle < 180) or ( self.rect.right >= self.screen_rect.width and (self.angle > 180 or self.angle < 0)): self.angle = - self.angle
这是一个使用Pygame库创建的机器人类。它继承自Sprite类,并用于表示一个机器人在屏幕上的移动和旋转。在初始化方法中,它加载机器人图像,并设置其初始位置在屏幕中心。它还定义了一些属性,如角度、移动速度和移动位置。在更新方法中,它根据角度旋转机器人图像,并根据移动速度和角度计算新的移动位置。然后,它根据新的位置更新机器人的矩形。它还处理机器人的旋转方向,当向右或向左移动时,改变角度值。最后,它处理机器人在屏幕边界的反弹逻辑,使机器人在碰到边界时反弹。
import pygame from pygame.mixer import music import random class Ball(pygame.sprite.Sprite): def __init__(self,image_file,location,speed): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(image_file) self.rect = self.image.get_rect() self.rect.left,self.rect.top = location self.speed = speed def move(self): self.rect = self.rect.move(self.speed) if self.rect.left < 0 or self.rect.right > width: self.speed[0] = -self.speed[0] if self.rect.top < 0 and (self.rect.left < 240 or self.rect.right > 400) : self.speed[1] = -self.speed[1] pygame.init() pygame.mixer.init() # 初始化混音器 clock = pygame.time.Clock() pygame.key.set_repeat(500,50) size = width,height = 640,480 screen = pygame.display.set_mode(size) screen.fill([255,255,255]) ball = Ball("desk_ball.png",[320,240],[10,8]) def new_func(Ball): bat = Ball("bat.png",[320,460],[0,0]) return bat bat = new_func(Ball) goal = Ball("goal.png",[240,0],[0,0]) screen.blit(ball.image,ball.rect) pygame.display.set_caption('乒乓球小游戏') #游戏标题 pygame.display.update() score = 0 lives = 5#总共有5个球 music.load("bg.mp3") # 加载背景音乐 music.play(-1) # 循环播放背景音乐,直到程序退出 done = False running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.MOUSEMOTION: bat.rect.centerx = event.pos[0] if event.type == pygame.KEYDOWN: if event.key == pygame.K_y and lives == 0: lives = 5 done = False elif event.key == pygame.K_n and lives == 0: running = False if not done: ball.move() if pygame.sprite.collide_rect(ball,bat): ball.speed[1] = -10 if pygame.sprite.collide_rect(ball,goal): score += 1 ball.speed[1] = 10 screen.blit(ball.image,ball.rect) screen.blit(bat.image,bat.rect) for num in range(lives-1): screen.blit(ball.image,[600-num*40,0]) if ball.rect.bottom > height: lives -= 1 ball.rect.left,ball.rect.top = 320,240 if lives == 0: done = True else: over_font = pygame.font.Font(None,50) over_surf = over_font.render("Game over",1,[255,0,0]) screen.blit(over_surf,[240,240]) yn_font = pygame.font.Font(None,40) yn_surf = yn_font.render("Y:continue N:quit",1,[255,0,0]) screen.blit(yn_surf,[210,280]) score_font = pygame.font.Font(None,40) score_surf = score_font.render("score:"+str(score),1,[255,0,0]) screen.blit(score_surf,[0,0]) screen.blit(goal.image,goal.rect) pygame.display.update() clock.tick(20) screen.fill([255,255,255]) pygame.quit()基于这些代码补充在游戏界面加一条分割线
在代码中添加以下代码可以在游戏界面上添加一条分割线:
```python
# 画一条分割线
pygame.draw.line(screen, [0, 0, 0], [0, 240], [640, 240], 5)
```
将其添加在`screen.fill([255,255,255])`之后,完整代码如下:
```python
import pygame
from pygame.mixer import music
import random
class Ball(pygame.sprite.Sprite):
def __init__(self,image_file,location,speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
self.speed = speed
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 and (self.rect.left < 240 or self.rect.right > 400) :
self.speed[1] = -self.speed[1]
pygame.init()
pygame.mixer.init() # 初始化混音器
clock = pygame.time.Clock()
pygame.key.set_repeat(500,50)
size = width,height = 640,480
screen = pygame.display.set_mode(size)
screen.fill([255,255,255])
ball = Ball("desk_ball.png",[320,240],[10,8])
def new_func(Ball):
bat = Ball("bat.png",[320,460],[0,0])
return bat
bat = new_func(Ball)
goal = Ball("goal.png",[240,0],[0,0])
screen.blit(ball.image,ball.rect)
pygame.display.set_caption('乒乓球小游戏') #游戏标题
pygame.display.update()
score = 0
lives = 5#总共有5个球
music.load("bg.mp3") # 加载背景音乐
music.play(-1) # 循环播放背景音乐,直到程序退出
done = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEMOTION:
bat.rect.centerx = event.pos[0]
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_y and lives == 0:
lives = 5
done = False
elif event.key == pygame.K_n and lives == 0:
running = False
if not done:
ball.move()
if pygame.sprite.collide_rect(ball,bat):
ball.speed[1] = -10
if pygame.sprite.collide_rect(ball,goal):
score += 1
ball.speed[1] = 10
screen.blit(ball.image,ball.rect)
screen.blit(bat.image,bat.rect)
for num in range(lives-1):
screen.blit(ball.image,[600-num*40,0])
if ball.rect.bottom > height:
lives -= 1
ball.rect.left,ball.rect.top = 320,240
if lives == 0:
done = True
else:
over_font = pygame.font.Font(None,50)
over_surf = over_font.render("Game over",1,[255,0,0])
screen.blit(over_surf,[240,240])
yn_font = pygame.font.Font(None,40)
yn_surf = yn_font.render("Y:continue N:quit",1,[255,0,0])
screen.blit(yn_surf,[210,280])
score_font = pygame.font.Font(None,40)
score_surf = score_font.render("score:"+str(score),1,[255,0,0])
screen.blit(score_surf,[0,0])
# 画一条分割线
pygame.draw.line(screen, [0, 0, 0], [0, 240], [640, 240], 5)
screen.blit(goal.image,goal.rect)
pygame.display.update()
clock.tick(20)
screen.fill([255,255,255])
pygame.quit()
```
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