本文整理汇总了Python中Ball.Ball.move方法的典型用法代码示例。如果您正苦于以下问题:Python Ball.move方法的具体用法?Python Ball.move怎么用?Python Ball.move使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Ball.Ball
的用法示例。
在下文中一共展示了Ball.move方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: ellipseBound
# 需要导入模块: from Ball import Ball [as 别名]
# 或者: from Ball.Ball import move [as 别名]
def ellipseBound(parameters,coordinates):
value = (coordinates[0]*coordinates[0])/(parameters[0]*parameters[0])+(coordinates[1]*coordinates[1])/(parameters[1]*parameters[1])
if (value < 1):
return True
else:
return False
limits=np.array([10,7])
p= np.array([0.1,0.1])
v= np.array([1,0.3])
params = np.array([2,1])
b1 = Ball(1,1,p,v)
boundary = Boundary("Ellipse",ellipseBound,params)
dt=0.1
t=0
print ("#t position velocity")
while t < 2500:
b1.move(dt)
#b1.collide(limits)
b1.checkState(boundary)
print (str(t) + " " + str(b1.getPosition()) + " " + str(b1.getVelocity()) + " " + str(b1.checkState(boundary)))
t+=dt;
示例2: __init__
# 需要导入模块: from Ball import Ball [as 别名]
# 或者: from Ball.Ball import move [as 别名]
class Pong:
def __init__(self):
#creates the window, the ball, the two paddles, and draws the background and the scoreboard.
self.win = GraphWin("Pong", 800, 400)
self.background = Image(Point(400,200),"pingpong.gif")
self.background.draw(self.win)
self.ball=Ball(self.win)
self.paddle = Paddle(self.win,740,150,750,250,"red")
self.paddle1 = Paddle(self.win, 60, 150,70,250,"blue")
self.radius = self.ball.getRadius()
self.scoreboard = Text(Point(400, 50), "")
self.scoreboard.setSize(12)
self.scoreboard.setTextColor("white")
self.scoreboard.draw(self.win)
y = 200
self.middle = self.paddle.move(self.win, y)
self.middle1 = self.paddle1.move(self.win,y)
def checkContact(self):
#gets the values for the top and bottom of the paddles
self.top = self.paddle.getMiddle()- (self.paddle.getHeight()/2)
self.bot = self.paddle.getMiddle() +(self.paddle.getHeight()/2)
self.top1 = self.paddle1.getMiddle() - (self.paddle1.getHeight()/2)
self.bot1 = self.paddle1.getMiddle() + (self.paddle1.getHeight()/2)
#gets the values of the left and right edges of the ball
right = self.ball.getCenter().getX()+self.radius
left = self.ball.getCenter().getX()-self.radius
ballHeight = self.ball.getCenter().getY()
touch = right - self.frontedge
touch1 = self.frontedge1 - left
#if the ball touches either paddle it returns true
if (0 <= touch <= 10) or (0<= touch1 <= 10):
if(self.top < ballHeight <self.bot) and self.ball.moveRight():
return True
elif (self.top1 < ballHeight < self.bot1) and self.ball.moveLeft():
return True
else:
return False
def gameOver(self):
self.frontedge = self.paddle.getEdge()
self.frontedge1 = self.paddle1.getEdge()
ballWidth = self.ball.getCenter().getX()
#returns true if the ball passes either of the paddles
if (ballWidth > self.frontedge):
return True
elif(ballWidth < self.frontedge1):
return True
else:
return False
def play(self):
click = self.win.getMouse()
y = click.getY()
end = self.gameOver()
contact = self.checkContact()
self.hits = 0
self.level = 1
while not end:
#moves the paddles based on the user's click point
#if the ball is moving right the right paddle moves
#if the ball is moving left the left paddle moves
click = self.win.checkMouse()
if click != None and self.ball.moveRight():
y = click.getY()
self.paddle.move(self.win, y)
elif click != None and self.ball.moveLeft():
y = click.getY()
self.paddle1.move(self.win, y)
#moves the ball and reverses the X direction of the ball
self.ball.move(self.win)
sleep(0.025)
contact = self.checkContact()
if contact == True :
self.ball.reverseX()
self.hits = self.hits+1
#increases ball speed after every 5 hits
if self.hits%5==0:
self.ball.goFaster()
self.level=self.level+1
self.scoreboard.setText(("Hits:",self.hits, "Level:", self.level))
end = self.gameOver()
self.scoreboard = Text(Point(400, 100),"You Lost")
#.........这里部分代码省略.........
示例3: Ship
# 需要导入模块: from Ball import Ball [as 别名]
# 或者: from Ball.Ball import move [as 别名]
class Ship(Screen):
def __init__(self, name_image="ship-1.png"):
Screen.__init__(self)
self.keys = {
"up" : [K_UP],
"down" : [K_DOWN],
"left" : [K_LEFT],
"right" : [K_RIGHT],
"rotate_left" : [K_a, K_q],
"rotate_right": [K_d],
"fire" : [K_SPACE],
# test
"lose_life": [K_l] # c'est un L
}
self.image = pygame.image.load('img/' + name_image).convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = self.srect.center
self.ball = Ball(default_center=self.rect.center)
self.vitesse = 2
self.vitesse_rotate = 2
self.orginal = self.image.copy()
self.current_angle = 0
self.cheated = 0
self.max_life = 50
self.life = self.max_life
self.score = Score()
def _test_index(self, liste, index):
"""
Cette fonction test si UN des element selectionne par les index sont vrai
ex:
liste = [0, 1, 0, 0, 0, 1]
index = [1, 5] # test l index 1 et 5
"""
ok = 0
for i in index:
if liste[i]:
ok = self.cheated if 0 else 1
return ok
def _move(self, x, y):
self.rect.move_ip((x, y))
self.ball.follow(self.rect.center)
def _spin(self, angle):
prev_rect_center = self.rect.center
image = pygame.transform.rotate(self.orginal, self.current_angle + angle)
self.rect = image.get_rect(center=prev_rect_center)
self.current_angle += angle
self.image = image
def checker(self):
self.is_rotate = False
keystate = pygame.key.get_pressed()
# bouger
if self._test_index(keystate, self.keys["left"]):
if self.rect.left > self.srect.left:
self._move(-self.vitesse, 0)
if self._test_index(keystate, self.keys["right"]):
if self.rect.right < self.srect.right:
self._move(self.vitesse, 0)
if self._test_index(keystate, self.keys["up"]):
if self.rect.top > self.srect.top:
self._move(0, -self.vitesse)
if self._test_index(keystate, self.keys["down"]):
if self.rect.bottom < self.srect.bottom:
self._move(0, self.vitesse)
# tourner
if self._test_index(keystate, self.keys["rotate_left"]):
self._spin(self.vitesse_rotate)
self.is_rotate = True
if self._test_index(keystate, self.keys["rotate_right"]):
self._spin(-self.vitesse_rotate)
self.is_rotate = True
# tirer
if self._test_index(keystate, self.keys["fire"]):
self.ball.fire(self.current_angle)
# test
if self._test_index(keystate, self.keys["lose_life"]):
self.life -= 1
def render(self):
# on se sert de cette fonction pour faire bouger la balle
# car elle est appele a chaque fois
self.ball.move(self.srect, self.rect.center)
#.........这里部分代码省略.........
示例4: run
# 需要导入模块: from Ball import Ball [as 别名]
# 或者: from Ball.Ball import move [as 别名]
def run():
CENTER = [COMMONS.WINDOWWIDTH/2, COMMONS.WINDOWHEIGHT/2]
DISK_HOLE = 10
RADIUS = 15
PADDLE_SPEED = 7
PADDLE_HEIGHT = 100
PADDLE_WIDTH = 10
BALL_VELS = [[3,1], [2,1], [-3,1], [3,-1], [-3,-1], [-2,-2], [-2,1], [2,2]]
BALL_VEL = random.choice(BALL_VELS)
WIN_BANNER_POS = {'left': [100, 50], 'right': [458, 50]}
ball = Ball(CENTER, RADIUS, BALL_VEL, DISK_HOLE, COMMONS.REDDISH)
paddle_1 = Paddle(0, 150, PADDLE_WIDTH, PADDLE_HEIGHT, COMMONS.BLUEISH, PADDLE_SPEED, ball)
paddle_2 = Paddle(COMMONS.WINDOWWIDTH - PADDLE_WIDTH, 150, PADDLE_WIDTH, PADDLE_HEIGHT, COMMONS.BLUEISH, PADDLE_SPEED, ball)
ball_copy = copy.deepcopy(ball)
scoreLeft = 0
scoreRight = 0
pygame.init()
pygame.event.set_allowed([QUIT, KEYDOWN, KEYUP])
spaces = " " # hack to display both scores at once (avoid double blitting the score Font objects)
score_Font = pygame.font.SysFont("Verdana", 35)
windowSurface = pygame.display.set_mode((COMMONS.WINDOWWIDTH, COMMONS.WINDOWHEIGHT), DOUBLEBUF, 32)
pygame.display.set_caption('Pong')
pygame.draw.circle(windowSurface, ball.color, (ball.x, ball.y), ball.radius)
pygame.draw.circle(windowSurface, COMMONS.WHITE, (ball.x, ball.y), ball.radius + 2, ball.radius - DISK_HOLE)
pygame.display.update()
time.sleep(1)
while max(scoreLeft, scoreRight) < 3:
in_game = True
paddle_1_down = paddle_1_up = paddle_2_down = paddle_2_up = False
mainCLock = pygame.time.Clock()
while in_game == True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_DOWN:
paddle_2_down = True
elif event.key == K_UP:
paddle_2_up = True
elif event.key == ord('s'):
paddle_1_down = True
elif event.key == ord('w'):
paddle_1_up = True
elif event.key == ord('r'):
scoreRight = scoreLeft = 0
ball.x = COMMONS.WINDOWWIDTH/2
ball.y = COMMONS.WINDOWHEIGHT/2
ball.vel = random.choice(BALL_VELS)
in_game = True
elif event.key == ord('q'):
pygame.quit()
sys.exit()
elif event.type == KEYUP:
if event.key == K_DOWN:
paddle_2_down = False
elif event.key == K_UP:
paddle_2_up = False
elif event.key == ord('s'):
paddle_1_down = False
elif event.key == ord('w'):
paddle_1_up = False
elif event.type == QUIT:
pygame.quit()
sys.exit()
if paddle_1_down:
paddle_1.move(1)
elif paddle_1_up:
paddle_1.move(-1)
if paddle_2_down:
paddle_2.move(1)
elif paddle_2_up:
paddle_2.move(-1)
ball.check_board_bounce()
ball.move()
if ball.x - ball.radius <= 0:
if ball.y >= paddle_1.y and ball.y <= paddle_1.y + paddle_1.height:
ball.vel[0] = -int(math.floor(1.1*ball.vel[0]))
else:
scoreRight += 1
in_game = False
elif ball.x + ball.radius >= COMMONS.WINDOWWIDTH:
if ball.y >= paddle_2.y and ball.y <= paddle_2.y + paddle_2.height:
ball.vel[0] = int(math.floor(-1.1*ball.vel[0]))
else:
#.........这里部分代码省略.........