from dinosaur import * class Bullet: def __init__(self, game_speed, dinosaur): self.game_speed = game_speed self.image = BULLET self.rect = self.image.get_rect() self.rect.x = dinosaur.dino_rect.x + dinosaur.dino_rect[2] + 10 self.rect.y = dinosaur.dino_rect.y + dinosaur.dino_rect[3] / 2 def update(self): self.rect.x += self.game_speed def draw(self,SCREEN): SCREEN.blit(self.image, (self.rect.x, self.rect.y))
时间: 2024-03-28 10:37:49 浏览: 162
这段代码实现了一个子弹类 Bullet,通过初始化方法 __init__() 来初始化子弹对象,该方法接收两个参数:game_speed 表示游戏速度,dinosaur 表示恐龙对象。其中,self.game_speed 变量保存了游戏速度,self.image 变量保存了子弹的图像,self.rect 变量保存了子弹的矩形区域,子弹的初始位置在恐龙的右侧并稍微偏移了一些。update() 方法用于更新子弹的位置,通过改变 self.rect.x 的值,实现子弹向右移动。draw() 方法用于将子弹绘制在屏幕上,其中 SCREEN 表示屏幕对象,使用 Pygame 库提供的 blit() 函数将子弹图像绘制在 (self.rect.x, self.rect.y) 的位置上。
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import cfg import sys import random import pygame from 期末作业.小恐龙跑酷.modules import GameStartInterface, Scoreboard, Dinosaur, Ground, Cloud, Cactus, Ptera, \ GameEndInterface '''main''' def main(highest_score): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('恐怖龙跑酷') # 导入所有声音文件 sounds = {} for key, value in cfg.AUDIO_PATHS.items (): sounds[key] = pygame.mixer.Sound(value) # 游戏开始界面 GameStartInterface(screen, sounds, cfg) # 确定一些游戏中必须的元素和变化 score = 0 score_board = Scoreboard(cfg.IMAGE_PATHS[' numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR) highest_score = highest_score highest_score_board = 记分牌(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True) dino = Dinosaur(cfg.IMAGE_PATHS['dino']) ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1])) 云精灵组= pygame.sprite .Group() cactus_sprites_group = pygame.sprite.Group() ptera_sprites_group = pygame.sprite.Group() add_obstacle_timer = 0 score_timer = 0 # 游戏主跟随环 clock = pygame.time.Clock() while True: for event in pygame.event .get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE or event.key == pygame.K_UP: dino.jump(sounds) elif event.key == pygame.K_DOWN: dino.duck() elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN: dino.unduck() screen.fill(cfg.BACKGROUND_COLOR) # --随机添加云 if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10: cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=( cfg.SCREENSIZE[0], random.randrange(30, 75)))) # --随机添加仙人掌/飞龙 add_obstacle_timer += 1 if add_obstacle_timer > random.randrange(50, 150): add_obstacle_timer = 0 random_value = random.randrange(0, 10) 如果 random_value >= 5 且 random_value <= 7: cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))否则:position_ys = [cfg.SCREENSIZE[1] * 0.82,cfg.SCREENSIZE[1] * 0.75,cfg.SCREENSIZE[1] * 0.60,cfg.SCREENSIZE[1] * 0。20] ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys)))) # --更新游戏元素 dino.update() ground.update() cloud_sprites_group.update () cactus_sprites_group.update() ptera_sprites_group.update() score_timer += 1 如果score_timer > (cfg.FPS // 12): score_timer = 0 score += 1 score = min(score, 99999) 如果score > highest_score: highest_score = score if score % 100 == 0: sounds['point'].play() if score % 1000 == 0: ground.speed -= 1 对于 cloud_sprites_group 中的项目:item.speed -= 1 对于 cactus_sprites_group 中的项目:item .speed -= 1 for item in ptera_sprites_group: item.speed -= 1 # --撞击检测 for item in cactus_sprites_group: if pygame.sprite.collide_mask(dino, item): dino.die(sounds) for item in ptera_sprites_group: if pygame .sprite.collide_mask(dino, item): dino.die(sounds) # --将游戏元素画到屏幕上 dino.draw(screen) ground.draw(screen) cloud_sprites_group.draw(screen) cactus_sprites_group.draw(screen) ptera_sprites_group.draw(screen) score_board.set(score) highest_score_board.set(highest_score) score_board.draw(screen) highest_score_board.draw(screen) # --更新屏幕 pygame.display.update() clock.tick(cfg.FPS) # --游戏是否结束 if dino.is_dead:break # 游戏结束界面 return GameEndInterface(screen, cfg), highest_score '''run''' ifname == ' main ': highest_score = 0 while True: flag, highest_score = main(highest_score) if not flag: break运行注解代码
这是一段 Python 代码,实现了一个小恐龙跑酷游戏。在游戏中,玩家需要控制小恐龙躲避障碍物并跳跃。代码中使用了 Pygame 库来实现游戏画面和声音效果,其中包括了游戏开始界面、游戏主循环和游戏结束界面。游戏主循环中实现了云朵和障碍物的随机生成、分数计算和更新、撞击检测等功能。最终游戏结束后会返回最高分数和游戏结束界面。
仿照feature = pd.DataFrame( Parallel(n_jobs=16, backend="multiprocessing")(delayed(processing_feature)(f) for f in tqdm(all_ids)))的方法,使用Parallel和delayed优化下面的代码:mse_weights, ce_weights, soft_weights = nn.fit( train_feature, train_target_lb, gamma, batch_num)
你可以使用`Parallel`和`delayed`来优化下面的代码:
```python
from joblib import Parallel, delayed
def fit_wrapper(train_feature, train_target_lb, gamma, batch_num):
nn = YourNeuralNetwork() # 替换为你的神经网络类
mse_weights, ce_weights, soft_weights = nn.fit(train_feature, train_target_lb, gamma, batch_num)
return mse_weights, ce_weights, soft_weights
results = Parallel(n_jobs=16, backend="multiprocessing")(
delayed(fit_wrapper)(train_feature, train_target_lb, gamma, batch_num)
for _ in tqdm(range(len(all_ids)))
)
mse_weights_list, ce_weights_list, soft_weights_list = zip(*results)
mse_weights = np.concatenate(mse_weights_list)
ce_weights = np.concatenate(ce_weights_list)
soft_weights = np.concatenate(soft_weights_list)
```
这里,我们首先定义了一个包装函数`fit_wrapper`,它调用你的神经网络类并返回相应的权重。然后,我们使用`Parallel`和`delayed`来并行化调用`fit_wrapper`函数,这样每个任务可以在不同的CPU核心上同时运行。最后,我们提取各个任务的结果,并将它们连接起来得到最终的权重结果。
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