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python - 在乒乓球中将球弹到墙上和桨上

转载 作者:太空宇宙 更新时间:2023-11-03 20:14:58 25 4
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大家好,我对Python很陌生,我正在努力检测墙壁(屏幕的边缘)并让我的球在撞到墙上时弹跳。我已经搜索过如何使用,但大多数人使用海龟或其他我无法使用的东西,所以它没有多大帮助。我得到了如何检测墙壁的算法,但只是不知道如何正确编写代码。下面是我的代码,如果有人能给我任何关于如何为此编写代码的想法,我将非常感激。

这是我从第 62 行不断收到的确切错误消息。错误消息:

builtins.AttributeError: 'Ball' object has no attribute 'get_rect'
line 62 -> self.ballrect = self.ball.get_rect()

这是完整的代码

import pygame
from random import randint


# User-defined functions

def main():
# initialize all pygame modules (some need initialization)
pygame.init()
# create a pygame display window
pygame.display.set_mode((500, 400))
# set the title of the display window
pygame.display.set_caption('Pong')
# get the display surface
w_surface = pygame.display.get_surface()
# create a game object
game = Game(w_surface)
# start the main game loop by calling the play method on the game object
game.play()
# quit pygame and clean up the pygame window
pygame.quit()


# User-defined classes

class Game:
# An object in this class represents a complete game.

def __init__(self, surface):
# Initialize a Game.
# - self is the Game to initialize
# - surface is the display window surface object

# === objects that are part of every game that we will discuss
self.surface = surface
self.bg_color = pygame.Color('black')

self.FPS = 60
self.game_Clock = pygame.time.Clock()
self.close_clicked = False
self.continue_game = True

# === game specific objects
self.ball = Ball('white', 5, [250, 200], [1, 2], self.surface)
self.max_frames = 150
self.frame_counter = 0

def play(self):
# Play the game until the player presses the close box.
# - self is the Game that should be continued or not.

while not self.close_clicked: # until player clicks close box
# play frame
self.handle_events()
self.draw()
self.ballrect = self.ball.get_rect()
self.ballrect = ballrect.move(speed)
if self.ballrect.left < 0 or self.ballrect.right > 500:
speed[0] = -speed[0]
if self.ballrect.top < 0 or self.ballrect.bottom > 400:
speed[1] = -speed[1]
if self.continue_game:
self.update()
self.decide_continue()
self.game_Clock.tick(self.FPS) # run at most with FPS Frames Per Second



def handle_events(self):
# Handle each user event by changing the game state appropriately.
# - self is the Game whose events will be handled

events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.close_clicked = True

def draw(self):
# Draw all game objects.
# - self is the Game to draw

self.surface.fill(self.bg_color) # clear the display surface first
pygame.draw.rect(self.surface, (255, 255, 255), (75, 190, 5, 20))
pygame.draw.rect(self.surface, (255, 255, 255), (420, 190, 5, 20))
self.ball.draw()
pygame.display.update() # make the updated surface appear on the display


def update(self):
# Update the game objects for the next frame.
# - self is the Game to update

self.ball.move()
self.frame_counter += self.frame_counter




def decide_continue(self):
# Check and remember if the game should continue
# - self is the Game to check

if self.frame_counter > self.max_frames:
self.continue_game = False


class Ball:
# An object in this class represents a Dot that moves

def __init__(self, ball_color, ball_radius, ball_center, ball_velocity,
surface):
# Initialize a Dot.
# - self is the Dot to initialize
# - color is the pygame.Color of the dot
# - center is a list containing the x and y int
# coords of the center of the dot
# - radius is the int pixel radius of the dot
# - velocity is a list containing the x and y components
# - surface is the window's pygame.Surface object

self.color = pygame.Color(ball_color)
self.radius = ball_radius
self.center = ball_center
self.velocity = ball_velocity
self.surface = surface



def move(self):
# Change the location of the Dot by adding the corresponding
# speed values to the x and y coordinate of its center
# - self is the Dot

for i in range(0,2):
self.center[i] = (self.center[i] + self.velocity[i])
def update(self):
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]

def bounce(self):
self.velocity[0] = -self.velocity[0]
self.velocity[1] = randint(-8,8)


def draw(self):
# Draw the dot on the surface
# - self is the Dot

pygame.draw.circle(self.surface, self.color, self.center, self.radius)






main()

最佳答案

You Ball 类需要一个 rect 属性。

class Ball:
# An object in this class represents a Dot that moves

def __init__(self, ball_color, ball_radius, ball_center, ball_velocity,
surface):
# Initialize a Dot.
# - self is the Dot to initialize
# - color is the pygame.Color of the dot
# - center is a list containing the x and y int
# coords of the center of the dot
# - radius is the int pixel radius of the dot
# - velocity is a list containing the x and y components
# - surface is the window's pygame.Surface object

self.color = pygame.Color(ball_color)
self.radius = ball_radius
self.center = ball_center
self.velocity = ball_velocity
self.surface = surface

# create a Rect with width and height equal to radius,
# then place it at the center of the ball
self.rect = pygame.Rect(0, 0, self.radius, self.radius)
self.rect.center = self.center

此外,在更新中,您需要再次将 self.rect.center 设置为 self.center,否则它将保持原样。或者您完全摆脱 self.center 并只使用 self.rect.center 因为这是多余的信息。

关于python - 在乒乓球中将球弹到墙上和桨上,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58511444/

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