- html - 出于某种原因,IE8 对我的 Sass 文件中继承的 html5 CSS 不友好?
- JMeter 在响应断言中使用 span 标签的问题
- html - 在 :hover and :active? 上具有不同效果的 CSS 动画
- html - 相对于居中的 html 内容固定的 CSS 重复背景?
我正在用 Python 制作经典的 Pong,但我需要帮助。
对于/在这个游戏中,我想计算球的轨迹,因此对于给定的开始点(在左桨上弹跳)和角度(绿色物体),我想计算终点(蓝色 X)。这一切都是为了将正确的 Racket 移动到球上,这样您就可以自己打乒乓球了。
这是问题的图像,以使其更清楚:
https://imgur.com/OySberQ
我尝试使用三角函数提出某种类型的算法,但只能计算第一点然后卡住:
def calculateTragectory(beginY, angle):
distanceX = 0
direction = ball.directionY
while True:
if direction == -1:
distanceX += (height - beginY) * math.tan(angle)
direction == 1
elif direction == 1:
distanceX += beginY * math.tan(angle)
direction == -1
import pygame
import random
import math
pygame.init()
width = 1000
height = 600
leftScore = 0
rightScore = 0
delay = 2
paddleSpeed = 2
ballSpeed = 1
paddleWidth = 15
paddleHeight = 70
ballRadius = 10
spacingX = 3*paddleWidth
window = pygame.display.set_mode((width, height))
font = pygame.font.SysFont('Arial', 128)
class Paddle:
def __init__(self, side):
# left = true, right = false
if side:
self.x = spacingX
else: self.x = width-spacingX
self.y = 300
def move(self, UpOrDown):
if UpOrDown:
self.y -= paddleSpeed
else: self.y += paddleSpeed
def draw(self):
pygame.draw.rect(window, (255, 255, 255), (self.x, self.y, paddleWidth, paddleHeight))
class Ball():
def __init__(self):
self.x = width/2
self.y = height/2
self.directionX = -1
self.directionY = 1
def move(self):
if self.y > height or self.y < 0:
self.directionY *=-1
self.x += ballSpeed*self.directionX
self.y += ballSpeed*self.directionY
def draw(self):
pygame.draw.circle(window, (255, 255, 255), (int(self.x), int(self.y)), ballRadius)
def reset(self):
self.x = width/2
self.y = random.uniform(50, 550)
self.directionX *= -1
def keyInput():
# Key inputs True = Up, down is False
keys = pygame.key.get_pressed()
if keys[pygame.K_w] and leftPaddle.y > 0:
leftPaddle.move(True)
if keys[pygame.K_s] and leftPaddle.y < height - paddleHeight:
leftPaddle.move(False)
if keys[pygame.K_SPACE]:
ball.x = width/2
ball.y = height/2
def collisionDetection():
if ball.x == leftPaddle.x + paddleWidth + ballRadius and leftPaddle.y <= ball.y <= leftPaddle.y + paddleHeight:
ball.directionX *= -1
if ball.x == computerPaddle.x - ballRadius and computerPaddle.y <= ball.y <= computerPaddle.y + paddleHeight:
ball.directionX *= -1
def scoreUpdate():
global rightScore, leftScore
if ball.x <= 0:
rightScore += 1
ball.reset()
elif ball.x >= width:
leftScore +=1
ball.reset()
def calculateTragectory(beginY, angle):
distanceX = 0
direction = ball.directionY
while True:
if direction == -1:
distanceX += (height - beginY) * math.tan(angle)
direction == 1
elif direction == 1:
distanceX += beginY * math.tan(angle)
direction == -1
a = beginPoint * math.tan(angle)
#Init paddles
leftPaddle = Paddle(True)
computerPaddle = Paddle(False)
ball = Ball()
#Game loop:
while True:
pygame.time.delay(delay)
ball.move()
collisionDetection()
scoreUpdate()
scoreText_left = font.render(str(leftScore), True, (255, 255, 255))
scoreText_right = font.render(str(rightScore), True, (255, 255, 255))
keyInput()
window.fill((0, 0, 0))
window.blit(scoreText_left, (350-64, 50))
window.blit(scoreText_right, (650, 50))
leftPaddle.draw()
computerPaddle.y = ball.y
computerPaddle.draw()
ball.draw()
pygame.display.update()
#Exit
for event in pygame.event.get():
if event.type == pygame.QUIT:
if event.key == pygame.K_ESCAPE:
pygame.quit()
最佳答案
以下是您需要的代码:
# width and height are the width and height you want to calculate the endpoint for
def calculate_tragectory(begin_y, angle):
x_speed = math.cos(angle) # calculate the relative x of the angle
y_speed = math.sin(angle) # calculate the relative y of the angle
straight_pos = begin_y + width * y_speed / x_speed
# this is the final position if the ball wouldn't change direction
final_pos = abs(straight_pos) % (2 * height)
# a negative result just of straight_pos means it bounces one additional time
# but has no effect on the result.
# (that's why abs(straight_pos) instead of just straight_pos)
# if the result is 2 * height it means that the ball has bounced twice
# and has returned to y position 0.
if final_pos > height:
final_pos = 2 * height - final_pos
# if final_pos > height this means that the ball has bounced once and
# the final position is the remainder to 2 * height.
return final_pos
您要进行的修改:
def calculate_tragectory(begin_y, x_speed, y_speed):
# input x_speed and y_speed instead of calculating them from the angle
...
改进代码的一般提示:
关于python - 您如何预先计算球的轨迹以及它在 Pong 游戏中的终点?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/55976268/
我需要用一些数据计算弧长: 起始点坐标(Xs、Ys、Zs) 结束点及坐标(Xe、Ye、Ze) 中心点及坐标(Xc、Yc、Zc) Axis 向量,包含分量(Xa、Ya、Za) Arc 从 Start 点
通常 UICollectionView 在滚动超过它的 contentSize 时开始反弹,即当 contentOffset contentSize.width用于水平方向。 是否可以更改此行为,以
我的要求是,当表格宽度大于当前视口(viewport)时,必须添加左右两个按钮。当用户单击左侧按钮时,表格必须向左移动,同样向右移动。 所以我决定使用 jQuery 动画方法来完成要求。我的挑战是,我
我有一堆坡道,我想知道它们的起点和终点(如果有多个起点/终点,我想知道它们是如何连接的)。我目前将这些作为 List ret = new List(); FilteredElementCollecto
我使用了以下代码,仅输入start_point和end_point: import matplotlib.pyplot as plt from matplotlib.path import Path
我正在尝试从 mapr fs origin 进行简单的数据移动到 mapr fs destination (这不是我的用例,只是为了测试目的做这个简单的 Action )。尝试 validate 时这
我是一名优秀的程序员,十分优秀!