python 如何停止pygame计算中的波动

am46iovg  于 2023-10-14  发布在  Python
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我正在做一个游戏,我有一个问题,我的代码一个数学函数在球速有一些波动,因为Python不能计算100%的准确性。
在正常的代码中,这不是问题,但是因为我有一个条件来改变运动的类型,从上升到下降,它被设置为一些有趣的值。
如果我把这个数字改为300,它只会做一个周期的下降和上升,但如果我把它改为320,它会做一些。
问题是,球的y坐标是如此随机ChatGPT对我说,这是因为这种波动会积累,但最后一个球_y是如此随机,有时它是319下一个317,320,但如果它跳到322或更大的东西,然后320它会停止
我知道最简单的方法是使用一些范围,但它不起作用,因为它总是会跳到一些不好的值。你能告诉我如何用我的代码解决这个问题吗?

import pygame as pg
import random

pg.init()

# Constants
BACKGROUND_COLOR = pg.Color('black')
BALL_X = 240

# Initialize the game window
screen = pg.display.set_mode((500, 800))
clock = pg.time.Clock()

# Load the background image
background_image = pg.image.load("bg.png")

# Draw a rhombus shape
def draw_rhombus(screen, color, x, space):
    point1 = (170 + x, 740 - space)
    point2 = (350 + x, 740 - space)
    point3 = (300 + x, 790 - space)
    point4 = (120 + x, 790 - space)
    points = [point1, point2, point3, point4]
    return pg.draw.polygon(screen, color, points)

# Generate a list of unique colors
def generate_color_list():
    colors = ["RED", "ORANGE", "BLUE", "WHITE"]
    available_colors = colors.copy()
    color_list = []

    while len(color_list) < 43:
        if not available_colors:
            available_colors = colors.copy()

        color = random.choice(available_colors)

        if color_list and color == color_list[-1]:
            continue

        color_list.append(color)
        available_colors.remove(color)

    return color_list

# Draw a stack of rhombus shapes
def draw_rhombus_stack(color_list, space, x):
    positions = []
    for i in range(43):
        x_position = x if i == 42 else 0
        position = draw_rhombus(screen, color_list[i], x_position, space + i * 8)
        positions.append(position)

    return positions

# Move the rhombus stack left or right
def move_rhombus_stack(x, keys):
    x_coor = x  # Define x_coor variable
    if keys[pg.K_LEFT] and x_coor > -500:
        x_coor -= 5
    if keys[pg.K_RIGHT] and x_coor < 500:
        x_coor += 5
    return x_coor

# Functions for handling the ball
def draw_ball(color, x, y):
    pg.draw.circle(screen, color, (x, y), 15)

def move_ball_down(y, speed, acceleration, direction):
    if direction == "down":
        speed += acceleration
        y += int(speed)
        if y >= 415:
            direction = "up"
    return y, speed, direction

def move_ball_up(y, speed, acceleration, direction):
    if direction == "up":
        speed -= acceleration
        if speed <= 2:
            speed = 0
        y -= int(speed)
        if y <= 320:
            direction = "down"
    return y, speed, direction

def check_collision(space, color_list, ball_color, index):
    if 0 < space < 500 and color_list[ball_color] != color_list[index]:
        return True
    return False

def choose_ball_color(color_list):
    return random.randint(0, 4)

# Main game loop
done = False
color_list = generate_color_list()
ball_color_index = choose_ball_color(color_list)
ball_x = BALL_X
ball_y = 300
ball_speed = 1
ball_acceleration = 0.1
ball_direction = "down"
space = 0
x_coor =0

while not done:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            done = True

    keys = pg.key.get_pressed()
    x_coor = move_rhombus_stack(x_coor, keys)
    screen.fill(BACKGROUND_COLOR)

    # Draw rhombus stack and store their positions
    rhombus_positions = draw_rhombus_stack(color_list, space, x_coor)

    # Check for collisions
    end = False
    for i, position in enumerate(rhombus_positions):
        end = check_collision(space, color_list, ball_color_index, i)
        if end:
            break

    draw_ball(color_list[ball_color_index], ball_x, ball_y)

    # Ball movement
    ball_y, ball_speed, ball_direction = move_ball_down(ball_y, ball_speed, ball_acceleration, ball_direction)
    ball_y, ball_speed, ball_direction = move_ball_up(ball_y, ball_speed, ball_acceleration, ball_direction)

    # Check for game over condition
    if end:
        # Implement game over logic here
        pass

    pg.display.flip()
    clock.tick(30)

pg.quit()
t98cgbkg

t98cgbkg1#

我建议在球改变方向并开始下落时改变条件。球在某一高度不改变方向,但当速度为0时。
如果每次不将球的位置转换为整数值(y -= int(speed)),而是保留浮点值(y -= speed),您也会获得更平滑的移动。

def move_ball_down(y, speed, acceleration, direction):
    if direction == "down":
        speed += acceleration
        if y >= 415:
            direction = "up"
        else:
            y += speed
    return y, speed, direction

def move_ball_up(y, speed, acceleration, direction):
    if direction == "up":
        speed -= acceleration
        if speed <= 0.0:
            direction = "down"
            speed = 0
        y -= speed
    return y, speed, direction

round代替球在屏幕上绘制时的位置:

draw_ball(color_list[ball_color_index], ball_x, round(ball_y))

此外,如果你以0而不是1(ball_speed = 0)的速度开始,球将总是从300的高度开始下落。

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