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了解Python Arcade中的类
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Stack Overflow用户
提问于 2018-10-23 02:41:44
回答 1查看 371关注 0票数 0

我是编程新手,希望得到指导/反馈。

下面是一个完整的工作脚本:

我已经设法让玩家精灵由WASD控制,小行星精灵现在也被渲染到屏幕上,并用一些物理方法来移动它。它应该也会从墙上反弹,但没有。但我相信,由于某种原因,更新函数没有正确地调用Asteroid类--除非它有其他问题。

非常感谢所有到目前为止的帮助和未来的指导!

代码语言:javascript
复制
import arcade
import random

""" Universal variables """

SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_ASTEROID = 0.35

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

MOVEMENT_SPEED = 5

class Player(arcade.Sprite):
    # PLAYER
    def update(self):
        # COLLISION
        self.center_x += self.change_x
        self.center_y += self.change_y

        if self.left < 0:
            self.left = 0
        elif self.right > SCREEN_WIDTH - 1:
            self.right = SCREEN_WIDTH - 1

        if self.bottom < 0:
            self.bottom = 0
        elif self.top > SCREEN_HEIGHT - 1:
            self.top = SCREEN_HEIGHT - 1

class Asteroid(arcade.Sprite):
    # ASTEROID
    def __init__(self, filename, sprite_scaling):

        super().__init__(filename, sprite_scaling)

        self.change_x = 0
        self.change_y = 0

    def update(self):

        # Move the asteroid
        self.center_x += self.change_x
        self.center_y += self.change_y

        # rebound
        if self.left < 0:
            self.change_x *= -1

        if self.right > SCREEN_WIDTH:
            self.change_x *= -1

        if self.bottom < 0:
            self.change_y *= -1

        if self.top > SCREEN_HEIGHT:
            self.change_y *= -1

# MAIN GAME CLASS
class MyGame(arcade.Window):
    """ Our custom Window Class"""

    def __init__(self):
        """ Initializer """
        # Call the parent class initializer
        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, "Alien")

        # Background image will be stored in this variable
        self.background = ("space_bg.png")

        # Variables that will hold sprite lists
        self.all_sprite_list = ["ufo_sprite.png", "asteroid.gif"]

        # Set up player
        self.player_sprite = self.all_sprite_list[0]

        # Set up asteroid
        self.asteroid_sprite = self.all_sprite_list[1]

        # Don't show the mouse cursor
        self.set_mouse_visible(False)

        # arcade.set_background_color(arcade.color.BLACK)

    def setup(self):
        """ Set up the game and initialize the variables. """
        # background
        self.background = arcade.load_texture(self.background)

        # Sprite lists
        self.all_sprite_list = arcade.SpriteList()

        # Set up the player
        self.player_sprite = Player("ufo_sprite.png", SPRITE_SCALING_PLAYER)
        self.player_sprite.center_x = (SCREEN_WIDTH * 0.50)
        self.player_sprite.center_y = (SCREEN_HEIGHT * 0.50)
        self.all_sprite_list.append(self.player_sprite)

        # Set up asteroid
        self.asteroid_sprite = Asteroid("asteroid.gif", SPRITE_SCALING_ASTEROID)
        Asteroid.center_x = random.randrange(SCREEN_WIDTH)
        Asteroid.center_y = random.randrange(SCREEN_HEIGHT)
        Asteroid.change_x = random.randrange(-4, 4)
        Asteroid.change_y = random.randrange(-4, 4)
        self.all_sprite_list.append(self.asteroid_sprite)

    def on_draw(self):
        # needed before other drawn elements
        arcade.start_render()

        # draw background
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT, self.background)
        # draw sprites
        self.all_sprite_list.draw()

    def update(self, delta_time):
        """ Movement and game logic """

        self.all_sprite_list.update()


    def on_key_press(self, key, modifiers):
        """Called whenever a key is pressed. """

        if key == arcade.key.W:
            self.player_sprite.change_y = MOVEMENT_SPEED
        elif key == arcade.key.S:
            self.player_sprite.change_y = -MOVEMENT_SPEED
        elif key == arcade.key.A:
            self.player_sprite.change_x = -MOVEMENT_SPEED
        elif key == arcade.key.D:
            self.player_sprite.change_x = MOVEMENT_SPEED
    #    elif key == arcade.key.SPACE:
    #        self.player_sprite.change_x = MOVEMENT_SPEED

    def on_key_release(self, key, modifiers):
        """Called when the user releases a key. """

        if key == arcade.key.W or key == arcade.key.S:
            self.player_sprite.change_y = 0
        elif key == arcade.key.A or key == arcade.key.D:
            self.player_sprite.change_x = 0
    #    elif key == arcade.key.SPACE:
    #        self.player_sprite.change_y = (SCREEN_HEIGHT * 0.005)


def main():
    """ Main method """
    window = MyGame()
    window.setup()
    arcade.run()

    arcade.schedule(update, 1 / 80)

if __name__ == "__main__":
    main()
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回答 1

Stack Overflow用户

发布于 2018-10-23 04:46:12

您能告诉我们确切的问题(例外,精灵没有按预期移动,...)但是,您提供的代码给了我以下想法:

  • 调用继承类的构造函数

类星体(arcade.Sprite):def __init__(self):super(Asteroid,self).__init__() #或arcade.Sprite.__init__(self)

更多的here (这很奇怪,但我在官方文档中没有找到关于在classes-inheritance-section下调用基本构造函数的任何内容,也许有人可以提供不存在的或在下面创建的something

  • using变量

self.center_x += self.change_x * delta_time self.center_y += self.change_y * delta_time

Sprite是在下面创建的(所以当时它还不存在),而delta_time不在其他地方(也许它只是一个不完整的代码片段?)

  • 在创建了自己的子类Sprite (Asteroid)之后,您真的要创建Sprite的一个实例吗?

self.asteroid_sprite =小行星(“asteroid.gif”,SPRITE_SCALING_ASTEROID)

而不是

SPRITE_SCALING_ASTEROID),self.asteroid_sprite = arcade.Sprite("asteroid.gif“

EDIT:在给Asteroid构造函数赋值变量之前,尝试这样做:

代码语言:javascript
复制
def __init__(self, *args, **kwargs):
    super(Asteroid, self).__init__(*args, **kwargs)

argskwargs是您在下面传递的内容的占位符,如图像路径

票数 1
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/52935818

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