def move_towards_player2(self, player): # Find direction vector (dx, dy) between enemy and player. if pygame.math.Vector2(player.rect.x - self.rect.x,player.rect.y - self.rect.y)==(): dirvect=pygame.math.Vector2(10,10) else: 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)

时间: 2023-06-16 21:04:25 浏览: 50
这是一个 Python 代码片段,看起来是一个敌人向玩家移动的函数。首先,它计算了敌人和玩家之间的方向向量(dx,dy),然后将其标准化。标准化后,它根据当前速度将其缩放到所需的长度,并使用 `move_ip` 方法移动敌人的矩形。 这个函数使用了 Pygame 向量模块中的 `Vector2` 类,它提供了向量相关的操作和方法,包括向量的计算、标准化、缩放等。`normalize` 方法将向量标准化,使其长度为1,这意味着它的方向不变,但长度为1,方便后续缩放操作。`scale_to_length` 方法将向量缩放到指定的长度,这里使用了敌人的速度作为长度。最后,`move_ip` 方法将敌人的矩形沿着方向向量移动。
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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 # Normalize. # Move along this normalized vector towards the player at current speed. self.rect.x += dx * self.speed self.rect.y += dy * self.speed 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)

这段代码是一个敌人追逐玩家的函数,两个函数的功能相同,但是第二个函数使用了pygame中的向量(Vector2)对象,使代码更加简洁易懂,同时也提高了代码的可读性和可维护性。具体来说,第二个函数中的dirvect就是一个向量对象,它表示从敌人到玩家的方向向量。normalize()方法可以将这个向量归一化,即使它的模长为1,这样做的好处是可以保证敌人每次移动的距离一定。scale_to_length()方法则可以将这个向量的长度按照敌人的速度进行缩放,最后使用move_ip()方法将敌人移动到新的位置。相比之下,第一个函数中需要手动计算向量的长度和方向,并且使用两个变量来存储这些信息,代码比较冗长,可读性差一些。

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。

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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

# 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

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