我不确定是否要发布完整的代码,但以下是我所拥有的:
from tkinter import *
from random import randint
HEIGHT = 500
WIDTH = 800
MID_X = WIDTH/2
MID_Y = HEIGHT/2
SHIP_R = 15
SHIP_SPD = 10
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 6
GAP = 100
window = Tk()
window.title('Bubble Blaster')
c = Canvas(window, width=WIDTH, height=HEIGHT, bg='darkblue')
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill='red')
ship_id2 = c.create_oval(0, 0, 30, 30, outline='red')
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
def move_ship(event):
fixed = True
while fixed == True:
ship_x, ship_y = event.x, event.y
c.move(ship_id, ship_x, ship_y)
c.move(ship_id2, ship_x, ship_y)
sleep(0.01)
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x-r, y-r, x+r, y+r, outline='white')
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
from math import sqrt
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2-x1)**2 + (y2-y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R+bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
c.create_text(50, 30, text='TIME', fill='white')
c.create_text(150, 30, text='SCORE', fill='white')
time_text = c.create_text(50, 50, fill='white')
score_text = c.create_text (150, 50, fill='white')
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
from time import sleep, time
BUB_CHANCE = 20
TIME_LIMIT = 30
BONUS_SCORE = 1000
# MAIN GAME LOOP
c.bind("<B1_Motion>", move_ship)
score = 0
bonus = 0
end = time() + TIME_LIMIT
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
move_ship("<B1_Motion>")
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end-time()))
window.update()
sleep(0.01)
c.create_text(MID_X, MID_Y, \
text='PARTY TIME, EXCELLENT', fil='white', font=('Helvetica', 30))
c.create_text(MID_X, MID_Y + 30, \
text='Score: ' + str(score), fill='white')
c.create_text(MID_X, MID_Y + 45, \
text='BONU TIME: ' + str(bonus*TIME_LIMIT), fill='white')我似乎就是不能正确地理解它。如有任何建议,我们将不胜感激!
发布于 2015-02-28 21:12:47
第一步是删除while循环,并将大部分功能放入一个函数中。把你想做的每件事都放在动画的一帧里。
接下来,使用after命令定期调用此函数。这允许事件循环连续运行,这对您的UI响应非常重要。您可以在此函数中进行time() < end计算,并在时间用完后使用结果来中断循环。
它看起来像这样:
def draw_one_frame():
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
# move_ship("<B1_Motion>")
clean_up_bubs()
score += collision()
if (int(score / BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end-time()))
if time() < end:
after(10, draw_one_frame)您可以使用after的第一个参数来控制您希望程序每秒运行的帧数。
接下来,您需要处理鼠标移动。您可以通过创建鼠标移动的绑定来完成此操作。您可以在draw_one_frame方法之外执行此操作。它看起来像这样:
c.bind("<B1-Motion>", move_ship)您还需要从move_ship中删除无限循环,并删除休眠。您只需完成当前鼠标位置的所有计算。该函数已经在循环了--每次鼠标移动时都会调用一次。
最后,您需要在所有其他代码之后调用window.mainloop(),以便程序可以处理事件。这应该是你程序的最后一行。它将一直运行,直到窗口被销毁。
https://stackoverflow.com/questions/28755971
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