本文整理汇总了Python中ball.Ball.x方法的典型用法代码示例。如果您正苦于以下问题:Python Ball.x方法的具体用法?Python Ball.x怎么用?Python Ball.x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.x方法的3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: main
# 需要导入模块: from ball import Ball [as 别名]
# 或者: from ball.Ball import x [as 别名]
def main():
""" Main function for the game. """
pygame.init()
# Set the width and height of the screen [width,height]
size = [800, 600]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("CMSC 150 is cool")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
theBall = Ball()
theBall.x = 100
theBall.y = 100
theBall.change_x = 2
theBall.change_y = 1
theBall.color = [255,0,0]
# -------- Main Program Loop -----------
while not done:
# ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# ALL EVENT PROCESSING SHOULD GO ABOVE THIS COMMENT
# ALL GAME LOGIC SHOULD GO BELOW THIS COMMENT
# ALL GAME LOGIC SHOULD GO ABOVE THIS COMMENT
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
screen.fill(BLACK)
theBall.move()
theBall.draw(screen)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(60)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()
示例2:
# 需要导入模块: from ball import Ball [as 别名]
# 或者: from ball.Ball import x [as 别名]
if leftPaddle.bottom() < HEIGHT:
leftPaddle.move_down()
#move right paddle up
if keys[K_UP]:
if rightPaddle.top() > 0:
rightPaddle.move_up()
#move right paddle down
if keys[K_DOWN]:
if rightPaddle.bottom() < HEIGHT:
rightPaddle.move_down()
#handling ball motion
if ball.x <= 0:
ball.x, ball.y = WIDTH/2, HEIGHT/2
rightScore += 1
scored = True
elif ball.x >= WIDTH - ball.radius:
ball.x, ball.y = WIDTH/2, HEIGHT/2
leftScore += 1
scored = True
if ball.y <= ball.radius or ball.y >= HEIGHT - ball.radius:
ball.set_yspeed( -ball.yspeed )
#ball - paddle collision detection
if ( rightPaddle.left() < (ball.x + ball.radius) and rightPaddle.right() > (ball.x - ball.radius) ) and ( rightPaddle.top() < (ball.y + ball.radius) and rightPaddle.bottom() > (ball.y - ball.radius) ):
ball.bounce( rightPaddle.top(), rightPaddle.bottom(), rightPaddle.height )
示例3: Ball
# 需要导入模块: from ball import Ball [as 别名]
# 或者: from ball.Ball import x [as 别名]
from ball import Ball
myball = Ball(10.0, 15.0, 0.0, -5.0)
print "The x coordinate of the myball object is ", myball.x
print "The y coordinate of the myball object is ", myball.y
myball.x = 2.
print "Now the x coordinate of the myball object is ", myball.x