def setItemUserValue(self, itemid, userid, value, isrepeat=True): if itemid in self.itemUserPrefMatrixDic.keys(): if isrepeat: self.itemUserPrefMatrixDic[itemid][userid] = value else: if userid in self.itemUserPrefMatrixDic[itemid].keys(): self.itemUserPrefMatrixDic[itemid][userid] += value else: self.itemUserPrefMatrixDic[itemid][userid] = value else: self.itemUserPrefMatrixDic[itemid] = {userid: value} self.itemIDsList.append(itemid)
时间: 2024-01-07 20:02:21 浏览: 50
这是一个 Python 类中的一个方法,用于设置一个物品(itemid)被某个用户(userid)评价的值(value)。如果 isrepeat 参数为 True,则直接将该值设置为用户对该物品的评价值;如果 isrepeat 参数为 False,则将该值加到之前已有的评价值上。如果该物品没有被评价过,则创建一个新的物品-用户评价字典,并将其加入到物品 ID 列表中。
相关问题
class Entity(pygame.sprite.Sprite): def __init__(self,groups): super().__init__(groups) self.frame_index = 0 self.animation_speed = 0.15 self.direction = pygame.math.Vector2() def move(self,speed): if self.direction.magnitude() != 0: self.direction = self.direction.normalize() self.hitbox.x += self.direction.x * speed self.collision('horizontal') self.hitbox.y += self.direction.y * speed self.collision('vertical') self.rect.center = self.hitbox.center def collision(self,direction): if direction == 'horizontal': for sprite in self.obstacle_sprites: if sprite.hitbox.colliderect(self.hitbox): if self.direction.x > 0: # moving right self.hitbox.right = sprite.hitbox.left if self.direction.x < 0: # moving left self.hitbox.left = sprite.hitbox.right if direction == 'vertical': for sprite in self.obstacle_sprites: if sprite.hitbox.colliderect(self.hitbox): if self.direction.y > 0: # moving down self.hitbox.bottom = sprite.hitbox.top if self.direction.y < 0: # moving up self.hitbox.top = sprite.hitbox.bottom def wave_value(self): value = sin(pygame.time.get_ticks()) if value >= 0: return 255 else: return 0对该代码进行注释
```
# 定义实体类,继承自 pygame.sprite.Sprite
class Entity(pygame.sprite.Sprite):
# 初始化方法,传入一个 sprite 组
def __init__(self, groups):
# 调用父类的初始化方法
super().__init__(groups)
# 定义一些属性
self.frame_index = 0
self.animation_speed = 0.15
self.direction = pygame.math.Vector2()
# 移动方法,传入速度值
def move(self, speed):
# 如果方向向量的大小不为零
if self.direction.magnitude() != 0:
# 将方向向量归一化
self.direction = self.direction.normalize()
# 根据方向和速度调整 hitbox 的 x 坐标
self.hitbox.x += self.direction.x * speed
# 检测水平方向的碰撞
self.collision('horizontal')
# 根据方向和速度调整 hitbox 的 y 坐标
self.hitbox.y += self.direction.y * speed
# 检测垂直方向的碰撞
self.collision('vertical')
# 将 rect 的中心点设置为 hitbox 的中心点
self.rect.center = self.hitbox.center
# 碰撞检测方法,传入方向参数
def collision(self, direction):
# 如果是水平方向
if direction == 'horizontal':
# 遍历障碍物组中的每一个 sprite
for sprite in self.obstacle_sprites:
# 如果 hitbox 和障碍物的 hitbox 相交
if sprite.hitbox.colliderect(self.hitbox):
# 如果实体向右移动
if self.direction.x > 0:
# 将 hitbox 的右边界设置为障碍物的左边界
self.hitbox.right = sprite.hitbox.left
# 如果实体向左移动
if self.direction.x < 0:
# 将 hitbox 的左边界设置为障碍物的右边界
self.hitbox.left = sprite.hitbox.right
# 如果是垂直方向
if direction == 'vertical':
# 遍历障碍物组中的每一个 sprite
for sprite in self.obstacle_sprites:
# 如果 hitbox 和障碍物的 hitbox 相交
if sprite.hitbox.colliderect(self.hitbox):
# 如果实体向下移动
if self.direction.y > 0:
# 将 hitbox 的下边界设置为障碍物的上边界
self.hitbox.bottom = sprite.hitbox.top
# 如果实体向上移动
if self.direction.y < 0:
# 将 hitbox 的上边界设置为障碍物的下边界
self.hitbox.top = sprite.hitbox.bottom
# 计算正弦函数的值
def wave_value(self):
# 根据时间计算正弦函数的值
value = sin(pygame.time.get_ticks())
# 如果值大于等于 0,返回 255
if value >= 0:
return 255
# 否则返回 0
else:
return 0
```
检查代码并修改:class Node: def init(self, data): self.data = data self.prev = None self.next = None Class DoublyLinkedlist: # def init(self) self.head = None def remove(self,item): current = self.head previous = None found = False while not found: if current.getData() == item found = True else: previous = current current = current.getNext() if previous == None: self.head = current.getNext() current.prev = None else: previous.setNext(current.getNext()) current.prev = previous
class Node:
def __init__(self, data):
self.data = data
self.prev = None
self.next = None
class DoublyLinkedList: # 类名应该是DoublyLinkedList而不是DoublyLinkedlist
def __init__(self):
self.head = None
def append(self, data):
new_node = Node(data)
if self.head is None:
self.head = new_node
else:
current = self.head
while current.next is not None:
current = current.next
current.next = new_node
new_node.prev = current
def prepend(self, data):
new_node = Node(data)
if self.head is None:
self.head = new_node
else:
self.head.prev = new_node
new_node.next = self.head
self.head = new_node
def delete(self, data):
current = self.head
while current is not None:
if current.data == data:
if current.prev is not None:
current.prev.next = current.next
else:
self.head = current.next
if current.next is not None:
current.next.prev = current.prev
return
current = current.next
def print_list(self):
current = self.head
while current is not None:
print(current.data)
current = current.next