【问题标题】:Changing a Kivy Widget Text更改 Kivy 小部件文本
【发布时间】:2014-10-20 03:09:50
【问题描述】:

我正在尝试使用 kivy 创建乒乓球游戏。但是,当我在有人得分 10 分后尝试结束游戏时,我遇到了问题。除了我想使用标签显示 Game Over 文本之外,一切都运行良好。我创建了一个标签,目前文本设置为空字符串,但在有人得分足够后它应该会改变。

我查看了 kivy 文档并搜索了 stackoverflow,但我没有找到答案(或者至少没有我理解的答案。)

如果有人能指出我正确的方向,我将不胜感激。

这是我的代码:

.py 文件:

from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.label import Label
from kivy.properties import NumericProperty, ReferenceListProperty,\
ObjectProperty
from kivy.vector import Vector
from kivy.clock import Clock


count1 = 0
count2 = 0



class PongPaddle(Widget):
    score = NumericProperty(0)

    def bounce_ball(self, ball):
        if self.collide_widget(ball):
            vx, vy = ball.velocity
            offset = (ball.center_y - self.center_y) / (self.height / 2)
            bounced = Vector(-1 * vx, vy)
            vel = bounced * 1.1
            ball.velocity = vel.x, vel.y + offset


class PongBall(Widget):
    velocity_x = NumericProperty(0)
    velocity_y = NumericProperty(0)
    velocity = ReferenceListProperty(velocity_x, velocity_y)

    def move(self):
        self.pos = Vector(*self.velocity) + self.pos


class PongGame(Widget):
    ball = ObjectProperty(None)
    player1 = ObjectProperty(None)
    player2 = ObjectProperty(None)


    def serve_ball(self, vel=(4, 0)):
        self.ball.center = self.center
        self.ball.velocity = vel

    def update(self, dt):
        global count1
        global count2

        self.ball.move()

        #bounce of paddles
        self.player1.bounce_ball(self.ball)
        self.player2.bounce_ball(self.ball)

        #bounce ball off bottom or top
        if (self.ball.y < self.y) or (self.ball.top > self.top):
            self.ball.velocity_y *= -1

        #went of to a side to score point?
        if self.ball.x < self.x:
            self.player1.score += 1
            count2 = count2 + 1
            self.serve_ball(vel=(4, 0))
        if self.ball.x > self.width:
            self.player2.score += 1
            self.serve_ball(vel=(-4, 0))

        if count1 or count2 >= 10:
            #
            #
            #
            #I don't know what needs to be placed here to change the third label's text


    def on_touch_move(self, touch):
        if touch.x < self.width / 3:
            self.player1.center_y = touch.y
        if touch.x > self.width - self.width / 3:
            self.player2.center_y = touch.y

class PongApp(App):
    def build(self):
        game = PongGame()
        game.serve_ball()
        Clock.schedule_interval(game.update, 1.0 / 60.0)
        return game



if __name__ == '__main__':
    PongApp().run()

.kv 文件

#:kivy 1.0.9

<PongBall>:
    size: 50, 50
    canvas:
        Ellipse:
            pos: self.pos
            size: self.size

<PongPaddle>:
    size: 25, 200
    canvas:
        Rectangle:
            pos: self.pos
            size: self.size


<PongGame>:
    ball: pong_ball
    player1: player_left
    player2: player_right

    canvas:
        Rectangle:
            pos: self.center_x - 5, 0
            size: 10, self.height

    Label:
        font_size: 70
        center_x: root.width / 4
        top: root.top - 50
        text: str(root.player2.score)

    Label:
        font_size: 70
        center_x: root.width * 3/4
        top: root.top - 50
        text: str(root.player1.score)

    PongBall:
        id: pong_ball
        center: self.parent.center

    PongPaddle:
        id: player_left
        x: root.x
        center_y: root.center_y

    PongPaddle:
        id: player_right
        x: root.width-self.width
        center_y: root.center_y

    Label:
        id: game_over_label
        text: " "
        font_size: 100
        center_x: root.width / 2
        center_y: root.height / 2

【问题讨论】:

    标签: python kivy


    【解决方案1】:

    您可以使用与在分数更改时更改分数标签相同的方法来更改游戏结束标签。

    如果您在 main.py 中将 ObjectProperty 添加到 PongGame

    end_label = ObjectProperty()
    

    PongGame下的kv文件中,写:

    end_label: game_over_label  # linking them up
    

    您可以在 main.py 中为 PongGame 类添加一个函数:

    def check_score(self):
        scores = [self.player1.score,
                  self.player2.score]
        for s in scores:
            if s == 10:
                self.end_label = "Game Over"
                return
    

    然后在您的 update 函数中,您可以在分数增加时随时调用此函数,例如:

     self.player1.score += 1
     self.check_score()
    

    self.player2.score 也是如此

    【讨论】:

      【解决方案2】:

      在树中查找 ID 的一种方法是在小部件的根目录中放置一个“重定向器”

      在 .kv 中,在 PongGame 下:

              gameoverlabel: game_over_label
      

      在.py下的“if count1 or count2 >= 10:”添加

              self.gameoverlabel.text = "win"
      

      希望对你有帮助

      【讨论】:

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