x1,y1 = pygame.mouse.get_pos()

时间: 2024-03-04 22:48:04 浏览: 14
这行代码的作用是获取当前鼠标的位置,即返回一个包含鼠标当前位置的元组 (x, y)。具体来说,pygame.mouse.get_pos() 函数会返回鼠标在窗口中的坐标位置,其中 x 和 y 分别表示鼠标在窗口中的水平和垂直位置。通常情况下,我们可以将这个函数放在游戏循环中,每帧都获取一次鼠标位置,从而实现对鼠标位置的监测和响应。例如,如果我们希望在鼠标移动的时候,将游戏角色的位置设置为鼠标位置,可以在游戏循环中加入类似如下的代码: ```python x1, y1 = pygame.mouse.get_pos() # 设置游戏角色的位置为鼠标位置 character.rect.x = x1 character.rect.y = y1 ``` 这样,当鼠标移动时,游戏角色的位置就会随之改变。
相关问题

pygame写一个A*算法

好的,下面是一个简单的用 Pygame 实现 A* 算法的示例代码: ```python import pygame import math from queue import PriorityQueue WIDTH = 800 WIN = pygame.display.set_mode((WIDTH, WIDTH)) pygame.display.set_caption("A* Path Finding Algorithm") RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) YELLOW = (255, 255, 0) WHITE = (255, 255, 255) BLACK = (0, 0, 0) PURPLE = (128, 0, 128) ORANGE = (255, 165, 0) GREY = (128, 128, 128) TURQUOISE = (64, 224, 208) class Node: def __init__(self, row, col, width, total_rows): self.row = row self.col = col self.x = row * width self.y = col * width self.color = WHITE self.neighbors = [] self.width = width self.total_rows = total_rows def get_pos(self): return self.row, self.col def is_closed(self): return self.color == RED def is_open(self): return self.color == GREEN def is_barrier(self): return self.color == BLACK def is_start(self): return self.color == ORANGE def is_end(self): return self.color == TURQUOISE def reset(self): self.color = WHITE def make_start(self): self.color = ORANGE def make_closed(self): self.color = RED def make_open(self): self.color = GREEN def make_barrier(self): self.color = BLACK def make_end(self): self.color = TURQUOISE def make_path(self): self.color = PURPLE def draw(self, win): pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width)) def update_neighbors(self, grid): self.neighbors = [] if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier(): # DOWN self.neighbors.append(grid[self.row + 1][self.col]) if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # UP self.neighbors.append(grid[self.row - 1][self.col]) if self.col < self.total_rows - 1 and not grid[self.row][self.col + 1].is_barrier(): # RIGHT self.neighbors.append(grid[self.row][self.col + 1]) if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # LEFT self.neighbors.append(grid[self.row][self.col - 1]) def __lt__(self, other): return False def h(p1, p2): x1, y1 = p1 x2, y2 = p2 return abs(x1 - x2) + abs(y1 - y2) def reconstruct_path(came_from, current, draw): while current in came_from: current = came_from[current] current.make_path() draw() def algorithm(draw, grid, start, end): count = 0 open_set = PriorityQueue() open_set.put((0, count, start)) came_from = {} g_score = {node: float("inf") for row in grid for node in row} g_score[start] = 0 f_score = {node: float("inf") for row in grid for node in row} f_score[start] = h(start.get_pos(), end.get_pos()) open_set_hash = {start} while not open_set.empty(): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() current = open_set.get()[2] open_set_hash.remove(current) if current == end: reconstruct_path(came_from, end, draw) end.make_end() return True for neighbor in current.neighbors: temp_g_score = g_score[current] + 1 if temp_g_score < g_score[neighbor]: came_from[neighbor] = current g_score[neighbor] = temp_g_score f_score[neighbor] = temp_g_score + h(neighbor.get_pos(), end.get_pos()) if neighbor not in open_set_hash: count += 1 open_set.put((f_score[neighbor], count, neighbor)) open_set_hash.add(neighbor) neighbor.make_open() draw() if current != start: current.make_closed() return False def make_grid(rows, width): grid = [] gap = width // rows for i in range(rows): grid.append([]) for j in range(rows): node = Node(i, j, gap, rows) grid[i].append(node) return grid def draw_grid(win, rows, width): gap = width // rows for i in range(rows): pygame.draw.line(win, GREY, (0, i * gap), (width, i * gap)) for j in range(rows): pygame.draw.line(win, GREY, (j * gap, 0), (j * gap, width)) def draw(win, grid, rows, width): win.fill(WHITE) for row in grid: for node in row: node.draw(win) draw_grid(win, rows, width) pygame.display.update() def get_clicked_pos(pos, rows, width): gap = width // rows y, x = pos row = y // gap col = x // gap return row, col def main(win, width): ROWS = 50 grid = make_grid(ROWS, width) start = None end = None run = True started = False while run: draw(win, grid, ROWS, width) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if started: continue if pygame.mouse.get_pressed()[0]: # LEFT pos = pygame.mouse.get_pos() row, col = get_clicked_pos(pos, ROWS, width) node = grid[row][col] if not start and node != end: start = node start.make_start() elif not end and node != start: end = node end.make_end() elif node != end and node != start: node.make_barrier() elif pygame.mouse.get_pressed()[2]: # RIGHT pos = pygame.mouse.get_pos() row, col = get_clicked_pos(pos, ROWS, width) node = grid[row][col] node.reset() if node == start: start = None elif node == end: end = None if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not started: for row in grid: for node in row: node.update_neighbors(grid) algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end) if event.key == pygame.K_c: start = None end = None grid = make_grid(ROWS, width) pygame.quit() main(WIN, WIDTH) ``` 这个示例代码实现了一个可视化的 A* 算法,可以通过左键点击来添加起点、终点和障碍物,然后通过按下空格键运行算法来查找最短路径。路径将用紫色标记出来。右键点击可以删除节点。

用pygame写一个A*算法代码

好的,以下是用pygame实现A*算法的代码示例: ```python import pygame import math from queue import PriorityQueue WIDTH = 800 WIN = pygame.display.set_mode((WIDTH, WIDTH)) pygame.display.set_caption("A* Path Finding Algorithm") RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) YELLOW = (255, 255, 0) WHITE = (255, 255, 255) BLACK = (0, 0, 0) PURPLE = (128, 0, 128) ORANGE = (255, 165, 0) GREY = (128, 128, 128) TURQUOISE = (64, 224, 208) class Spot: def __init__(self, row, col, width): self.row = row self.col = col self.x = row * width self.y = col * width self.color = WHITE self.neighbours = [] self.width = width def get_pos(self): return self.row, self.col def is_closed(self): return self.color == RED def is_open(self): return self.color == GREEN def is_barrier(self): return self.color == BLACK def is_start(self): return self.color == ORANGE def is_end(self): return self.color == TURQUOISE def reset(self): self.color = WHITE def make_start(self): self.color = ORANGE def make_closed(self): self.color = RED def make_open(self): self.color = GREEN def make_barrier(self): self.color = BLACK def make_end(self): self.color = TURQUOISE def make_path(self): self.color = PURPLE def draw(self, win): pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width)) def update_neighbours(self, grid): self.neighbours = [] if self.row < ROWS - 1 and not grid[self.row + 1][self.col].is_barrier(): # DOWN self.neighbours.append(grid[self.row + 1][self.col]) if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # UP self.neighbours.append(grid[self.row - 1][self.col]) if self.col < ROWS - 1 and not grid[self.row][self.col + 1].is_barrier(): # RIGHT self.neighbours.append(grid[self.row][self.col + 1]) if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # LEFT self.neighbours.append(grid[self.row][self.col - 1]) def h(p1, p2): x1, y1 = p1 x2, y2 = p2 return abs(x1 - x2) + abs(y1 - y2) def reconstruct_path(came_from, current, draw): while current in came_from: current = came_from[current] current.make_path() draw() def algorithm(draw, grid, start, end): count = 0 open_set = PriorityQueue() open_set.put((0, count, start)) came_from = {} g_score = {spot: float("inf") for row in grid for spot in row} g_score[start] = 0 f_score = {spot: float("inf") for row in grid for spot in row} f_score[start] = h(start.get_pos(), end.get_pos()) open_set_hash = {start} while not open_set.empty(): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() current = open_set.get()[2] open_set_hash.remove(current) if current == end: reconstruct_path(came_from, end, draw) end.make_end() start.make_start() return True for neighbour in current.neighbours: temp_g_score = g_score[current] + 1 if temp_g_score < g_score[neighbour]: came_from[neighbour] = current g_score[neighbour] = temp_g_score f_score[neighbour] = temp_g_score + h(neighbour.get_pos(), end.get_pos()) if neighbour not in open_set_hash: count += 1 open_set.put((f_score[neighbour], count, neighbour)) open_set_hash.add(neighbour) neighbour.make_open() draw() if current != start: current.make_closed() return False def make_grid(rows, width): grid = [] gap = width // rows for i in range(rows): grid.append([]) for j in range(rows): spot = Spot(i, j, gap) grid[i].append(spot) return grid def draw_grid(win, rows, width): gap = width // rows for i in range(rows): pygame.draw.line(win, GREY, (0, i * gap), (width, i * gap)) for j in range(rows): pygame.draw.line(win, GREY, (j * gap, 0), (j * gap, width)) def draw(win, grid, rows, width): win.fill(WHITE) for row in grid: for spot in row: spot.draw(win) draw_grid(win, rows, width) pygame.display.update() def get_clicked_pos(pos, rows, width): gap = width // rows y, x = pos row = y // gap col = x // gap return row, col def main(win, width): ROWS = 50 grid = make_grid(ROWS, width) start = None end = None run = True while run: draw(win, grid, ROWS, width) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if pygame.mouse.get_pressed()[0]: # LEFT pos = pygame.mouse.get_pos() row, col = get_clicked_pos(pos, ROWS, width) spot = grid[row][col] if not start and spot != end: start = spot start.make_start() elif not end and spot != start: end = spot end.make_end() elif spot != end and spot != start: spot.make_barrier() elif pygame.mouse.get_pressed()[2]: # RIGHT pos = pygame.mouse.get_pos() row, col = get_clicked_pos(pos, ROWS, width) spot = grid[row][col] spot.reset() if spot == start: start = None elif spot == end: end = None if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and start and end: for row in grid: for spot in row: spot.update_neighbours(grid) algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end) if event.key == pygame.K_c: start = None end = None grid = make_grid(ROWS, width) pygame.quit() main(WIN, WIDTH) ``` 希望对你有帮助!

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