如何解决我在此乒乓球比赛中划了一个边界,但球拍可以划过边界如何停止呢?
为了使球拍保持在场地上,请在游戏循环中添加一个复选标记,以在球拍到达边缘时阻止球拍移动。
.......
if pong.rect.x < 10:
pong.rect.x, pong.rect.y = 375, 250
pong.dx = 1
paddle2.points += 1
# keep paddles in correct range # add this section
if paddle1.rect.y < 0 : paddle1.rect.y = 0
if paddle3.rect.y < 0 : paddle3.rect.y = 0
if paddle2.rect.y < 200 : paddle2.rect.y = 200
if paddle4.rect.y < 200 : paddle4.rect.y = 200
if paddle1.rect.y > 200 - 75 : paddle1.rect.y = 200 - 75
if paddle3.rect.y > 200 - 75 : paddle3.rect.y = 200 - 75
if paddle2.rect.y > 500 - 75 : paddle2.rect.y = 500 - 75
if paddle4.rect.y > 500 - 75 : paddle4.rect.y = 500 - 75
#if the ball and paddle collide, bounce off it
if paddle1.rect.colliderect(pong.rect):
pong.dx = 1
if paddle2.rect.colliderect(pong.rect):
pong.dx = -1
.....
解决方法
我在此乒乓球游戏中做了一个边框,屏幕上的桨可以越过它。我之前在另一段代码中已经做到了,但是现在一切都不同了。我有一个主要的想法如何做,您可能需要一个if语句,但是我没有所有的东西。
您可以删除“ pygame.load.image()”,因为您需要在文件夹中包含带有代码的图像,因此可以将其删除。会更好,因为您可以在python上尝试一下
#import modules
import pygame
pygame.init()
#setting the variables for the window
WIDTH = 750
HEIGHT = 500
#making the wind\ow
win = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("Pong Game")
#setting the most important variables
dest = (0,0)
dest2 = (200,200)
dest3 = (200,50)
white = (255,255,255)
black = (0,0)
green = (0,0)
red = (255,0)
yellow = (255,222)
#load the images
image = pygame.image.load("birdupbg.png")
image2 = pygame.image.load("birdup.png")
#making the paddle class
class Paddle(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([10,75])
self.image.fill(yellow)
self.rect = self.image.get_rect()
self.points = 0
#making the ball class
class Ball(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([10,10])
self.image.fill(red)
self.rect = self.image.get_rect()
self.speed = 15
self.dx = 1
self.dy = 1
self.dx2 = 1
self.dy2 = 1
#making the paddles
paddle1 = Paddle()
paddle1.rect.x = 25
paddle1.rect.y = 100
paddle2 = Paddle()
paddle2.rect.x = 715
paddle2.rect.y = 225
paddle3 = Paddle()
paddle3.rect.x = 715
paddle3.rect.y = 100
paddle4 = Paddle()
paddle4.rect.x = 25
paddle4.rect.y = 225
#paddle speed
paddle_speed = 50
pong = Ball()
pong.rect.x = 375
pong.rect.y = 250
ball = Ball()
all_sprites = pygame.sprite.Group()
all_sprites.add(paddle1,paddle2,paddle3,paddle4,pong)
#drawing the score and the word "pong"
def redraw():
win.fill(black)
win.blit(image,dest)
pygame.draw.line(win,(255,255),[0,200],[900,10)
font = pygame.font.SysFont("impact",40)
text = font.render("PONG",False,white)
textRect = text.get_rect()
textRect.center = (750//2,25)
win.blit(text,textRect)
p1_score = font.render(str(paddle1.points),white)
p1Rect = p1_score.get_rect()
p1Rect.center = (50,50)
win.blit(p1_score,p1Rect)
p2_score = font.render(str(paddle2.points),white)
p2Rect = p2_score.get_rect()
p1Rect.center = (700,50)
win.blit(p2_score,p1Rect)
all_sprites.draw(win)
pygame.display.update()
#what happens when the window runs
run = True
while run:
pygame.time.delay(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#if a certain key is pressed,move something
key = pygame.key.get_pressed()
if key[pygame.K_w]:
paddle1.rect.y += -paddle_speed
if key[pygame.K_s]:
paddle1.rect.y += paddle_speed
if key[pygame.K_UP]:
paddle2.rect.y += -paddle_speed
if key[pygame.K_DOWN]:
paddle2.rect.y += paddle_speed
if key[pygame.K_i]:
paddle3.rect.y += -paddle_speed
if key[pygame.K_j]:
paddle3.rect.y += paddle_speed
if key[pygame.K_1]:
paddle4.rect.y += -paddle_speed
if key[pygame.K_2]:
paddle4.rect.y += paddle_speed
pong.rect.x += pong.speed * pong.dx
pong.rect.y += pong.speed * pong.dy
#scoring system
if pong.rect.y > 480:
pong.dy = -1
if pong.rect.x > 735:
pong.rect.x,pong.rect.y = 375,250
pong.dx = -1
paddle1.points += 1
if pong.rect.y < -1:
pong.dy = 1
if pong.rect.x < 10:
pong.rect.x,250
pong.dx = 1
paddle2.points += 1
#if the ball and paddle collide,bounce off it
if paddle1.rect.colliderect(pong.rect):
pong.dx = 1
if paddle2.rect.colliderect(pong.rect):
pong.dx = -1
if paddle1.rect.colliderect(pong.rect):
pong.dx = 1
if paddle3.rect.colliderect(pong.rect):
pong.dx = -1
if paddle4.rect.colliderect(pong.rect):
pong.dx = 1
#Call the redraw function
redraw()
#update the window and quit it
pygame.display.flip()
pygame.quit()
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