带有Python(TKINTER)桨的乒乓球不起作用



所以我是GUI和TKINTER的新手。我正在使用TKINTER制作一个桨乒乓球游戏,当磁盘从右侧或左侧撞击桨时,我需要桨表现得像桨一样,然后弹跳磁盘。我所拥有的当前代码确实反弹了X轴上桨位置位置的磁盘,但它不允许磁盘超过line_x。我在正确的方向上考虑吗?还是我走了?如果有人可以修复我的代码,那就太棒了。对于已经与GUI合作的人来说,这可能很容易,但我很踩踏。请帮助。

from tkinter import *
import random
class ControlAnimation:
    def __init__(self):
        my_window = Tk() # create a window
        my_window.title("Control Animation Demo")
        self.width = 400
        self.height = 200
        self.line_x = 350
        self.line_top = 75
        self.line_bot = 125
        self.paddle_width = 10
        self.dy = 5
        self.sleep_time = 50
        self.is_stopped = False
        self.my_canvas = Canvas(my_window, bg = 'white', 
            width = self.width, height = self.height)
        self.my_canvas.pack()
        frm_control = Frame(my_window) # for comand buttons below canvas
        frm_control.pack()
        btn_stop = Button(frm_control, text = 'Stop', 
                     command = self.stop)
        btn_stop.pack(side = LEFT)  
        btn_resume = Button(frm_control, text = 'Resume', 
                       command = self.resume)
        btn_resume.pack(side = LEFT)  
        btn_faster = Button(frm_control, text = 'Faster', 
                       command = self.faster)
        btn_faster.pack(side = LEFT)  
        btn_slower = Button(frm_control, text = 'Slower', 
                       command = self.slower)
        btn_slower.pack(side = LEFT)  
        self.radius = 20
        self.x = self.radius # just to start; y is at canvas center
        self.y = self.height/2
        # (x, y) is center of disk for this program, but ...
        # recall: x1,y1 and x2,y2 form a bounding box for disk
        self.my_canvas.create_oval(
            self.x - self.radius, self.height/2 + self.radius,
            self.x + self.radius, self.height/2 - self.radius,
                          fill = "red", tags = "disk")
        self.my_canvas.create_line(self.line_x, self.line_top, 
                               self.line_x, self.line_bot, 
          width = self.paddle_width, fill = "blue", tags = "paddle")
        self.my_canvas.bind("<KeyPress-Up>", self.move_paddle)
        self.my_canvas.bind("<KeyPress-Down>", self.move_paddle)
        self.my_canvas.bind("<B1-Motion>", self.left_click_paddle)
        self.my_canvas.bind("<B3-Motion>", self.right_click_paddle)
        self.animate()
        self.my_canvas.focus_set()
        my_window.mainloop()
    def stop(self):
        self.is_stopped = True
    def resume(self):
        self.is_stopped = False
        self.animate()
    def faster(self):
        if self.sleep_time > 5:
            self.sleep_time -= 15
    def slower(self):
        self.sleep_time += 15
    def animate(self):
        dx = 3
        dy = 2
        while not self.is_stopped :
            self.my_canvas.move("disk", dx, dy) # move right
            self.my_canvas.after(self.sleep_time) # sleep for a few ms            
            # redraw/update the canvas w/ new oval position
            self.my_canvas.update() 
            # increment x to set up for next re-draw
            r = random.randint(-1, 1)
            self.x += dx # moves the disk
            if self.x + self.radius > self.width: # hit right boundary
                dx = -dx + r # add randomness
            elif self.x - self.radius <= 0: # hit left boundary
                dx = -dx + r # add randomness
            elif self.x + self.radius > self.line_x and self.x + self.radius <= self.line_top:
                dx = -dx + r 
            #elif self.x - self.radius <= self.line_x:
                #dx = -dx + r
            # increment y to set up for next re-draw
            self.y += dy
            if self.y + self.radius > self.height: # hit bottom boundary
                dy = -dy
            elif self.y - self.radius <= 0: # hit top boundary
                dy = -dy
    def left_click_paddle(self, event):
        print(" clicked at =", event.x, event.y)
        print("-"*30)
        self.move_paddle( -self.dy)
    def right_click_paddle(self, event):
        print(" clicked at =", event.x, event.y)
        print("-"*30)
        self.move_paddle( self.dy)        
    def move_paddle(self, increment):
        self.line_top += increment
        self.line_bot += increment
        self.my_canvas.delete("paddle")
        self.my_canvas.create_line(self.line_x, self.line_top, 
                               self.line_x, self.line_bot, 
              width = 10, fill = "blue", tags = "paddle") 
ControlAnimation() # create instance of the GUI

在您的运动环中, logic 检查是否触发x中的方向更改尚未完成。应该是这样的:

# new disk x, y positions
self.x += dx
self.y += dy
# Change "dx" sign if the ball hit something horizontally
if self.x + self.radius > self.width-1:
    # ball hit right frame boundary
    dx = -dx + r
elif self.x - self.radius <= 1:
    # ball hit left frame boundary
    dx = -dx + r
elif ( self.line_x <= self.x+self.radius <= self.line_x + 2*dx
       and self.line_top <= self.y <= self.line_bot ):
    # ball hit paddle from the left
    dx = -dx + r 
elif ( self.line_x + 2*dx <= self.x-self.radius <= self.line_x
       and self.line_top <= self.y <= self.line_bot ):
    # ball hit paddle from the right
    dx = -dx + r

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