【发布时间】:2020-03-19 14:34:15
【问题描述】:
我正在复制一个基本的乒乓球游戏,而我的球拍是相反的。我的左桨随着箭头移动,而右桨随着 wsad 移动,所以当你玩玩家游戏时,他们必须移动他们所在一侧的对面桨。另外,当球离开屏幕时,我试图让球回来,我正在玩它,现在与墙壁和桨发生碰撞,导致它成为一个永无止境的游戏,而不是圆形乒乓球。
# import the necessary modules
import pygame
import sys
import time
#initialize pygame
pygame.init()
screenSize=(700,500)
screen=pygame.display.set_mode((screenSize), 0)
# set the caption for the screen
pygame.display.set_caption("Meryem's Pong Game")
# define colours you will be using
WHITE = (255,255,255)
GREEN = (0,255,0)
RED = (255,0,0)
BLUE = (0,0,255)
BLACK = (0,0,0)
YELLOW = (255,255,0)
# set the size for the surface (screen)
screen_h = screen.get_height()
screen_w = screen.get_width()
cx = int(screen_w/2)
cy = int(screen_h/2)
#initialize variables for player
#variables for first rectangle
R1x = 660
R1y = 300
R1w = 10
R1h = 132
R1dx = 0
R1dy = 0
R1_score = 0
#variables for second rectangle
R2x = 10
R2y = 2
R2w = 10
R2h = 132
R2dx = 0
R2dy = 0
R2_score = 0
#ball variables
bx = cx
by = cy
dby = 3
dbx = 3
br = 5
cy = screen.get_height()/2
cx = screen.get_width()/2
# variable for scores
R1_score = 0
R2_score = 0
playerRect = pygame.Rect(R2x,R2y,R2w, R2h)
playerRect2 = pygame.Rect(R1x,R1y,R1w, R1h)
ballRect = pygame.Rect (cx,cy,30,30)
#speed
speed = 3
fontsize = 50
fontScore = pygame.font.SysFont('arial', 50)
fontScore = pygame.font.SysFont('arial', 50)
R1Score = fontScore.render(str(R1_score), True, (WHITE))
R2Score = fontScore.render(str(R2_score), True, (WHITE))
# speed of object "clock"
clock = pygame.time.Clock()
FPS_easy = 30 # set frames per second for easy level
FPS_medium = 80 # set frames per second for medium level
FPS_progressive = 100 # set frames per second for progressive level
# set main loop to True so it will run
main = True
# main loop
while main:
for event in pygame.event.get(): # check for any events (i.e key press, mouse click etc.)
if event.type ==pygame.QUIT: # check to see if it was "x" at top right of screen
main = False # set the "main" variable to False to exit while loop
if event.type ==pygame.KEYDOWN:
if event.key == pygame.K_UP:
R1dx = 0
R1dy = -speed
elif event.key == pygame.K_DOWN:
R1dx = 0
R1dy = speed
if event.key == pygame.K_w:
R2dx = 0
R2dy = -speed
elif event.key == pygame.K_s:
R2dx = 0
R2dy = speed
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
R1dx = 0
R1dy = 0
elif event.key == pygame.K_w or event.key == pygame.K_s:
R2dx = 0
R2dy = 0
playerRect.y = playerRect.y + R1dy
playerRect2.y = playerRect2.y + R2dy
ballRect.move_ip(dbx,dby)
#collision of ball
if ballRect.top <= 0:
dby = -dby
if ballRect.bottom >= screen_h:
dby = -dby
if ballRect.left <= 0:
dbx = -dbx
if ballRect.right >= screen_w:
dbx = -dbx
if ballRect.colliderect(playerRect2):
dbx = -dbx
if ballRect.colliderect(playerRect):
dbx = -dbx
screen.fill(BLACK)
# draw the shapes, in this case the blue rectangles
pygame.draw.rect(screen, WHITE,(playerRect),0)
pygame.draw.rect(screen, WHITE,(playerRect2),0)
pygame.draw.circle(screen, RED,ballRect.center,br,0)
screen.blit(R1Score, (280,10))
screen.blit(R2Score, (400,10))
# we are using .flip() here, it basically works the same as .update()
# we will discuss this more in class (you can use either one)
pygame.display.flip()
# quit pygame and exit the program (i.e. close everything down)
pygame.quit()
sys.exit()
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