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python - 如何使对象在按键时在对象数组中移动?

转载 作者:太空宇宙 更新时间:2023-11-03 16:14:40 26 4
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这是我的所有代码:

import random as random

import pygame as pygame

pygame.init() # initialize
clock = pygame.time.Clock() # framerate limit
Screen = pygame.display.set_mode([1000, 1000]) # Create screen object and Window Size
Done = False
MapSize = 25

TileWidth = 20
TileHeight = 20
TileMargin = 4

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)


class MapTile(object):
def __init__(self, Name, xlocation, ylocation):
self.Name = Name
self.xlocation = xlocation
self.ylocation = ylocation


class Character(object):
def __init__(self, Name, HP, Allegiance, xlocation, ylocation):
self.Name = Name
self.HP = HP
self.Allegiance = Allegiance
self.xlocation = xlocation
self.ylocation = ylocation

def Move(self, Direction):
if Direction == "UP":
self.ylocation += 1

elif Direction == "LEFT":
self.xlocation -= 1

elif Direction == "RIGHT":
self.xlocation += 1

elif Direction == "DOWN":
self.ylocation -= 1

self.Location()

def Location(self):
print("Coordinates: " + str(self.xlocation) + ", " + str(self.ylocation))




class Map(object):
Grid = []
global MapSize

for Row in range(MapSize): # Creating grid
Grid.append([])
for Column in range(MapSize):
Grid[Row].append([])

for Row in range(MapSize): #Filling grid with grass
for Column in range(MapSize):
TempTile = MapTile("Grass", Row, Column)
Grid[Row][Column].append(TempTile)

for Row in range(MapSize): #Rocks
for Column in range(MapSize):
TempTile = MapTile("Rock", Row, Column)
if Row == 1:
Grid[Row][Column].append(TempTile)

for i in range(10): #Random trees
RandomRow = random.randint(0, MapSize - 1)
RandomColumn = random.randint(0, MapSize - 1)
TempTile = MapTile("Tree", Row, Column)
Grid[RandomRow][RandomColumn].append(TempTile)



def update(self):
for Row in range(MapSize):
for Column in range(MapSize):
for i in range(len(Map.Grid[Row][Column])):
if Map.Grid[Row][Column][i].xlocation != Column:
print("BOOP")
Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])
Map.Grid.remove(Map.Grid[Row][Column][i])

if Map.Grid[Row][Column][i].ylocation != Row:
print("BOOP")
Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])

else:
break

RandomRow = random.randint(0, MapSize - 1)
RandomColumn = random.randint(0, MapSize - 1)
Hero = Character("boop", 10, "Friendly", RandomRow, RandomColumn)
Grid[RandomRow][RandomColumn].append(Hero)


Map = Map()

while not Done:

for event in pygame.event.get():
if event.type == pygame.QUIT:

Done = True

elif event.type == pygame.MOUSEBUTTONDOWN:
Pos = pygame.mouse.get_pos()
Column = Pos[0] // (TileWidth + TileMargin)
Row = Pos[1] // (TileHeight + TileMargin)
print(str(Row) + ", " + str(Column))

for i in range(len(Map.Grid[Row][Column])):
print(str(Map.Grid[Row][Column][i].Name))

elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
Map.Hero.Move("LEFT")
if event.key == pygame.K_RIGHT:
Map.Hero.Move("RIGHT")
if event.key == pygame.K_UP:
Map.Hero.Move("UP")
if event.key == pygame.K_DOWN:
Map.Hero.Move("DOWN")

Map.update()


Screen.fill(BLACK)

for Row in range(MapSize): # Drawing grid
for Column in range(MapSize):
Color = WHITE
if len(Map.Grid[Row][Column]) == 2:
Color = RED
for i in range(0, len(Map.Grid[Row][Column])):
if Map.Grid[Row][Column][i].Name == "boop":
Color = GREEN
if Map.Grid[Row][Column][i].Name == "MoveTile":
Color = BLUE

pygame.draw.rect(Screen, Color, [(TileMargin + TileWidth) * Column + TileMargin,
(TileMargin + TileHeight) * Row + TileMargin,
TileWidth,
TileHeight])

clock.tick(60)

pygame.display.flip()

pygame.quit()

以及相关位:

elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
Map.Hero.Move("LEFT")
if event.key == pygame.K_RIGHT:
Map.Hero.Move("RIGHT")
if event.key == pygame.K_UP:
Map.Hero.Move("UP")
if event.key == pygame.K_DOWN:
Map.Hero.Move("DOWN")

Map.update()

移动功能:

def Move(self, Direction):
if Direction == "UP":
self.ylocation += 1

elif Direction == "LEFT":
self.xlocation -= 1

elif Direction == "RIGHT":
self.xlocation += 1

elif Direction == "DOWN":
self.ylocation -= 1

还有更新函数,问题出在哪里:

def update(self):
for Row in range(MapSize):
for Column in range(MapSize):
for i in range(len(Map.Grid[Row][Column])):
if Map.Grid[Row][Column][i].xlocation != Column:
print("BOOP")
Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])
Map.Grid.remove(Map.Grid[Row][Column][i])

if Map.Grid[Row][Column][i].ylocation != Row:
print("BOOP")
Map.Grid[Row][Map.Grid[Row][Column][i].xlocation].append(Map.Grid[Row][Column][i])

else:
break

更新函数的预期行为是检查网格中的每个对象并查看它是否已移动(如果对象的内部坐标与其在网格上的当前位置之间存在差异),并在网格中替换它在其适当的位置。它通过在新位置附加对象的新版本并删除旧版本来实现此目的。

我收到的错误是:

Traceback (most recent call last):
File "/Users/kosay.jabre/Desktop/Monster.py", line 136, in <module>
Map.update()
File "/Users/kosay.jabre/Desktop/Monster.py", line 93, in update
Map.Grid.remove(Map.Grid[Row][Column][i])
ValueError: list.remove(x): x not in list

我如何才能最好地实现预期行为?

最佳答案

感谢您取消删除您的问题,以便我可以发布答案。抱歉,我花了这么长时间才回复您这个问题 - 希望现在为您提供帮助还不算太晚。

下面是您问题中代码的经过大量修改(但有效)的版本。让我放慢速度的事情之一是你没有遵循 PEP 8 - Style Guide for Python Code建议,这使得您的代码版本对我来说难以阅读和理解。普遍缺乏解释正在发生的事情的评论,尤其是在某些部分,这并没有让事情变得更容易。

Map.update() 方法中,我实现了一些类似于我在您关于如何解决 ValueError 问题的问题下的评论中所描述的内容。

import pygame as pygame
import random as random
import sys

GRASS_NAME = "Grass"
HERO_NAME = "Hero"
MOVETILE_NAME = "MoveTile"
ROCK_NAME = "Rock"
TREE_NAME = "Tree"
MAP_SIZE = 25
TILE_WIDTH = 20
TILE_HEIGHT = 20
TILE_MARGIN = 4
TILE_SIZE = TILE_WIDTH+TILE_MARGIN
BLACK = 0, 0, 0
WHITE = 255, 255, 255
GREEN = 0, 255, 0
RED = 255, 0, 0
BLUE = 0, 0, 255
YELLOW = 255, 255, 0
BROWN = 128, 128, 0
UP, DOWN, LEFT, RIGHT = 0, 1, 2, 3
MOVEMENTS = {UP: (-1, 0), DOWN: (1, 0), LEFT: (0, -1,), RIGHT: (0, 1)}
MOVEMENT_KEYS = {pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN}

def quit_game():
pygame.quit()
sys.exit()

class MapTile(object):
def __init__(self, name, xloc, yloc):
self.name = name
self.xloc = xloc
self.yloc = yloc

class Character(object):
def __init__(self, name, hp, allegiance, xloc, yloc):
self.name = name
self.hp = hp
self.allegiance = allegiance
self.xloc = xloc
self.yloc = yloc

def move(self, direction):
dy, dx = MOVEMENTS[direction]
self.yloc += dy
self.xloc += dx

# Enforce boundaries
if self.xloc < 0:
self.xloc = 0
elif self.xloc > MAP_SIZE-1:
self.xloc = MAP_SIZE-1

if self.yloc < 0:
self.yloc = 0
elif self.yloc > MAP_SIZE-1:
self.yloc = MAP_SIZE-1

self.location()

def location(self):
print("{} coordinates: ({}, {})".format(self.name, self.xloc, self.yloc))

class Map(object):
# Initialize grid
grid = [[[] for column in range(MAP_SIZE)] for row in range(MAP_SIZE)]

for row in range(MAP_SIZE): # Completely fill grid with grass
for column in range(MAP_SIZE):
grid[row][column].append(MapTile(GRASS_NAME, column, row))

# Add row of rocks near top
row = 1
for column in range(MAP_SIZE):
grid[row][column].append(MapTile(ROCK_NAME, column, row))

for _ in range(10): # Add some random trees
row, column = random.randint(0, MAP_SIZE-1), random.randint(0, MAP_SIZE-1)
grid[row][column].append(MapTile(TREE_NAME, column, row))

# Put hero character in random location
row, column = random.randint(0, MAP_SIZE-1), random.randint(0, MAP_SIZE-1)
hero = Character(HERO_NAME, 10, "Friendly", column, row)
grid[row][column].append(hero)

del row, column # clean up class context

def update(self):
"""Check every object in the grid and see if it has moved (if there is a
discrepancy between the object's internal coordinates and its current
position on the grid), and if so put it in its proper place by deleting
it from its old list and appending it to the one for the proper location.
"""
for row in range(MAP_SIZE):
for column in range(MAP_SIZE):
for i, object in enumerate(map.grid[row][column]):
if object.xloc != column or object.yloc != row: # wrong spot?
#print("BOOP")
map.grid[row][column].pop(i)
map.grid[object.yloc][object.xloc].append(object)

pygame.init()
clock = pygame.time.Clock() # to limit framerate
screen = pygame.display.set_mode([1000, 1000])
map = Map()

while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
elif(event.type == pygame.MOUSEBUTTONDOWN
and pygame.mouse.get_pressed()[0]): # button1 pressed?
xpos, ypos = pygame.mouse.get_pos()
column, row = xpos // TILE_SIZE, ypos // TILE_SIZE
if 0 <= column < MAP_SIZE and 0 <= row < MAP_SIZE: # on map?
print(str(row) + ", " + str(column))
for i in range(len(map.grid[row][column])):
print(str(map.grid[row][column][i].name))
elif event.type == pygame.KEYDOWN:
if event.key in MOVEMENT_KEYS:
if event.key == pygame.K_LEFT:
map.hero.move(LEFT)
elif event.key == pygame.K_RIGHT:
map.hero.move(RIGHT)
elif event.key == pygame.K_UP:
map.hero.move(UP)
else:
map.hero.move(DOWN)
map.update()
elif event.key == pygame.K_ESCAPE:
quit_game()

screen.fill(BLACK)

# Draw grid
for row in range(MAP_SIZE):
for column in range(MAP_SIZE):
# Determine color based on objects in this spot
names = {object.name for object in map.grid[row][column]}
color = WHITE # default color (Grass)
if HERO_NAME in names:
color = YELLOW
elif MOVETILE_NAME in names:
color = BLUE
elif TREE_NAME in names:
color = GREEN
elif ROCK_NAME in names:
color = RED

pygame.draw.rect(screen, color,
[TILE_SIZE*column + TILE_MARGIN,
TILE_SIZE*row + TILE_MARGIN,
TILE_WIDTH,
TILE_HEIGHT])

clock.tick(60)
pygame.display.flip()

pygame.quit()

关于python - 如何使对象在按键时在对象数组中移动?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39022584/

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