我有要求我做一個分配如下:pygame的:移動旋轉圖像周圍的窗口的邊緣
使用谷歌的高級圖片搜索找到一個球是自由的合理尺寸圖像重用幷包含透明度。修改示例代碼,以便您的球在屏幕底部來回滑動。球從左側向右側移動需要2秒鐘的時間。 改進問題5的動畫,以便球體準確地旋轉,就像它來回滾動一樣。 修改問題6的動畫,使球沿屏幕邊緣逆時針移動
我在最後一部分。試圖修改問題6的動畫做到這一點:(1:24) http://www.youtube.com/watch?v=CEiLc_UFNLI&feature=c4-overview&list=UUpbgjjXBL3hdTKDZ0gZvdWg
我很難過。我似乎無法理解我將如何讓球從一點緩慢移動到另一點。球是一個圖像。這是我迄今爲止的,但它不起作用。
"""Some simple skeleton code for a pygame game/animation
This skeleton sets up a basic 800x600 window, an event loop, and a
redraw timer to redraw at 30 frames per second.
"""
from __future__ import division
import math
import sys
import pygame
class MyGame(object):
def __init__(self):
"""Initialize a new game"""
pygame.mixer.init()
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
# set up a 640 x 480 window
self.width = 800
self.height = 600
self.img = pygame.image.load('ball.png')
self.screen = pygame.display.set_mode((self.width, self.height))
self.x = 0
self.y = 0
self.angle = 0
self.rotate_right=True
self.first = True
#0: Move bottomleft to bottomright 1: Move from bottomright to topright 2:Move from topright to topleft 3:Move from topleft to bottomleft
self.mode = 0
# use a black background
self.bg_color = 0, 0, 0
# Setup a timer to refresh the display FPS times per second
self.FPS = 30
self.REFRESH = pygame.USEREVENT+1
pygame.time.set_timer(self.REFRESH, 1000//self.FPS)
def get_mode(self):
rect = self.img.get_rect()
if self.first == True:
self.first = False
return
if (self.x, self.y) == (0, self.height - rect.height):
#Our starting point, bottom left
self.mode = 0
elif (self.x, self.y) == (self.width-rect.width, self.height-rect.height):
#Bottom right
self.mode = 1
elif (self.x, self.y) == (self.width-rect.width, 0):
#Top Right
self.mode = 2
elif (self.x, self.y) == (0,0):
#Top Left
self.mode = 3
def get_target(self):
rect = self.img.get_rect()
if self.mode == 0:
targetPosition = (0, self.height - rect.height)
elif self.mode == 1:
targetPosition = (self.width-rect.width, self.height-rect.height)
elif self.mode == 2:
targetPosition = (self.width-rect.width, 0)
elif self.mode == 3:
targetPosition = (0,0)
return targetPosition
def get_angle(self):
if self.angle == 360:
self.rotate_right = False
elif self.angle == 0:
self.rotate_right = True
if self.rotate_right == True:
self.angle+=12
else:
self.angle-=12
def run(self):
"""Loop forever processing events"""
running = True
while running:
event = pygame.event.wait()
# player is asking to quit
if event.type == pygame.QUIT:
running = False
# time to draw a new frame
elif event.type == self.REFRESH:
self.draw()
else:
pass # an event type we don't handle
def draw(self):
"""Update the display"""
# everything we draw now is to a buffer that is not displayed
self.screen.fill(self.bg_color)
#Draw img
rect = self.img.get_rect()
#Note: this can be made dynamic, but right now since this is typically a poor structure, we will use static values.
#80 is the padding, so it hits right before.
#0,0 : top left
#self.width-rect.width, 0 : top right
#0, self.height-rect.height : bottom left
#self.width-rect.width, self.height-rect.height : bottom right
targetPosition =()
#img = pygame.transform.rotate(self.img, self.angle)
img = self.img
self.get_angle()
self.get_mode()
targetPosition = self.get_target()
print targetPosition
print self.x, self.y
if self.x < targetPosition[0]:
self.x+= targetPosition[0]-self.x//self.FPS
elif self.x > targetPosition[0]:
self.x-= targetPosition[0]+self.x//self.FPS
if self.y < targetPosition[1]:
print "s"
self.y+= targetPosition[1]-self.y//self.FPS
elif self.y > targetPosition[1]:
self.y-= targetPosition[1]+self.y//self.FPS
rect = rect.move(self.x, self.y)
self.screen.blit(img, rect)
# flip buffers so that everything we have drawn gets displayed
pygame.display.flip()
MyGame().run()
pygame.quit()
sys.exit()
您好! 「它不起作用」是什麼意思?看起來你已經有了移動球的代碼 - 代碼應該做什麼,它目前做了什麼? –
好吧,它應該從左下角開始,慢慢地移動到右下角,然後到右上角然後重複。目前它甚至沒有移動。我還發布了一個youtube鏈接,解釋它必須做的事情。 – user2417731