import pygame
Red = 255, 0, 0
Black= 0,0,0
rectXpos = 2
rectypos = 2
speed = 2
screenedgex = 500
pygame.init()
window = pygame.display.set_mode(size=(500, 500))
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.update()
window.fill(Black)
square = pygame.draw.rect(window, Red, [rectXpos, rectypos, 50, 50],2)
rectXpos += 2
if rectXpos < 500:
rectXpos -= 2
clock.tick(60)
print(rectXpos)`enter code here`
所以我在做什么错?我尝试制作if语句来停止球并反转它,但它使球保持在窗口的边缘
这是完整的代码,我分开了x和y跳动,因此您可以使用其中任何一个,也可以更新代码一点,再加上一些额外的格式。
# Imports
import pygame
# Vars
Red = 255, 0, 0
Black= 0,0,0
rectXpos = 2
rectYpos = 2
rect_width = 50
rect_height = 50
screen_width = 500
screen_height = 500
block_x_direction = 1
block_y_direction = 1
# Setup Code
pygame.init()
window = pygame.display.set_mode(size=(screen_width, screen_height))
clock = pygame.time.Clock()
running = True
# Game Loop
########################################################
while running:
# Event Loop
########################################################
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Game Code - Update
########################################################
# Game Code - Update - Rect X Bounce
if rectXpos + (rect_width)>= screen_width:
block_x_direction = block_x_direction * -1
rectXpos += 2 * block_x_direction
# Game Code - Update - Rect Y Bounce
if rectYpos + (rect_height)>= screen_height:
block_y_direction = block_y_direction * -1
rectYpos += 2 * block_y_direction
# - Tick Game
clock.tick(60)
# Game Code - Render
########################################################
window.fill(Black)
square = pygame.draw.rect(window, Red, [rectXpos, rectYpos, rect_width, rect_height],2)
pygame.display.update()
# Game Code - Debug Code
########################################################
print(clock.tick)
您应该在位置上添加speed
,并且当触摸边框时,您应该将speed
更改为-speed
。
您还可以使用pygame.Rect()
来保持位置和大小-它具有.left
和.right
(及其他)属性,这些属性可能非常有用。您可以使用Rect
绘制pygame.draw.rect()
(或检查与其他Rect
的碰撞)
import pygame
# --- constants --- (UPPER_CASE_NAMES)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
WIDTH = 500
HEIGHT = 500
# --- main ---
speed = 10
pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
item = pygame.Rect(0, 0, 50, 50)
clock = pygame.time.Clock()
running = True
while running:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# - updates - (without draws)
item.x += speed
if item.right >= WIDTH:
speed = -speed
if item.left <= 0:
speed = -speed
# - draws - (without updates)
window.fill(BLACK)
pygame.draw.rect(window, RED, item, 2)
pygame.display.update()
clock.tick(60)
# - end -
pygame.quit()
我假设您要在移动鼠标时来回移动矩形。您在这里做错了两件事:1.更正此:if rectXpos > 500:
,因为当X达到500时必须减少X2.到达rectXpos 501时,应改变方向,直到到达rectXpos 0但您降低了头寸,直到头寸大于500,因此它会停留在499到501之间正确的代码:
import pygame
Red = 255, 0, 0
Black= 0,0,0
rectXpos = 2
rectypos = 2
speed = 2
screenedgex = 500
pygame.init()
window = pygame.display.set_mode(size=(500, 500))
clock = pygame.time.Clock()
running = True
k=1 #here is k used to indicate direction
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.update()
window.fill(Black)
square = pygame.draw.rect(window, Red, [rectXpos, rectypos, 50, 50],2)
rectXpos += 2*k #here is addition of 2 in given direction
if (rectXpos > 500) or (rectXpos < 0): #here is condition to change direction
k=-k
clock.tick(60)
print(rectXpos)