您如何分别控制两个不同的对象(两个玩家的乒乓球游戏)?

发布于 2021-01-29 14:59:26

因此,我发现了这个名叫法拉利(Ferrari)的家伙创造的这款出色的乒乓球游戏,我的任务是使他成为两名拥有2分但没有高分的玩家。我做了很多尝试,除了当我制作第二组控制运动的代码时,它要么被完全忽略,要么按分配给它的向上按钮,它将一直向上移动,而不会向下移动。

from decimal import Decimal, getcontext
getcontext().prec = 20
import time,random,os,sys
from Tkinter import *
from tkFileDialog import *
import tkFont
import os,sys

## decimal is for numbers and arithmatic that use irrational numbers
## Tkinter is the graphical interface for the program
## tkFont is the window that pops up
## os is operating system
## sys is system


## there are 2 different variables for player 1 and player 2 because one variable is a variable for a number, the other creates the rectangle(the actual paddle)
## these are just variables that represent numbers

refreshrate=100
do = 1
done=0
ballX=320
ballY=240
playerone=180
py2=180
pause=0
up=0
down=0
root = Tk()
root.title("Pong")
c = Canvas(root,width=640,height=480,bg='black')
c.pack()
xc = float(2)
yc = float(random.randint(-3,3))
while(yc==0):
    yc = float(random.randint(-3,3))
ball = c.create_oval(ballX-10,ballY-10,ballX+10,ballY+10,fill='white')
player = c.create_rectangle(610,playerone,625,playerone+120,fill='blue')
playertwo = c.create_rectangle(15,playerone,30,playerone+120,fill='blue')
c.create_rectangle(318,0,322,480,fill='white')
c.create_rectangle(318,0,322,30,fill='white')
score = 0
escore= 0
lives = 5
font = tkFont.Font(family = "Book Antiqua", size = 15, weight = "bold")

## to change the keys in which you press to control the paddles, change the letter or arrow key between the quotation marks next to str a   
## player1 controls

def up(event):
    global playerone, player, py2, playertwo, high, low
    up = 1
def down(event):
    global playerone, player, py2, playertwo, high, low
    down = 1
def escape(event):
    global do, lives
    lives = -1
    do = 0
    root.quit
    root.quit()
def onkeyrelease(event):
    global up, down, do, lives, pause
    key = event.keysym
    if (str(key)=="w"):
        up = 0
    if (str(key)=="s"):
        down = 0
    if (str(key)=="Escape" and done==1):
        root.quit
        do = 0
        lives = -1
        root.quit()
    if (str(key)=="p"):
        if(pause==1):
            pause=0
        elif(pause==0):
            pause=1
def buttoninit():
    root.bind("<w>",up)
    root.bind("<s>",down)
    root.bind("`",escape)
    root.bind('<KeyRelease>', onkeyrelease)
buttoninit()

## player2 controls

def high(event):
    global playerone, player, py2, playertwo, up, down
    up = 1
def low(event):
    global playerone, player, py2, playertwo, up, down
    down = 1
def leave(event):
    global do, lives
    lives = -1
    do = 0
    root.quit
    root.quit()
def offkeyrelease(event):
    global up, down, do, lives, pause
    key = event.keysym
    if (str(key)=="Up"):
        up = 0
    if (str(key)=="Down"):
        down = 0
    if (str(key)=="Escape" and done==1):
        root.quit
        do = 0
        lives = -1
        root.quit()
    if (str(key)=="p"):
        if(pause==1):
            pause=0
        elif(pause==0):
            pause=1
def buttononit():
    root.bind("<Up>",high)
    root.bind("<Down>",low)
    root.bind("`",leave)
    root.bind('<KeyRelease>', offkeyrelease)
buttononit()


c.create_text(475,10,text='Lives:',fill='white',font=font)
livestext = c.create_text(525,10,text=lives,fill='white',font=font)
c.create_text(475,25,text='Score:',fill='white',font=font)
scoretext = c.create_text(525,25,text=score,fill='white',font=font)
print "Push 'p' to pause"
var=1

while (do):
    ##  player movement controls
    if(playerone>0 and up==1 and down!=1 and pause==0):
        playerone=playerone-5
    if(playerone<360 and down==1 and up!=1 and pause==0):
        playerone=playerone+5

##  player collision detection
    if(ballX>=605 and ballY+10>=playerone and ballX<=616 and ballY+10>=playerone and ballY-10<=playerone+120):
        xc*=-1
        ballX=605
        if(xc>-10):
            xc=float(xc)-float(0.4)
        if(yc>0):
            yc=float(random.randint(15,70))
            yc=float(yc)/float(10)
        else: 
            yc=float(random.randint(-70,-15))
            yc=float(yc)/float(10)

##  playertwo movement controls
        if (playertwo>0 and high==1 and low!=1 and pause==0):
            playertwo=playertwo+5
        if (playertwo<360 and low==1 and high!=1 and pause==0):
            playertwo=playertwo-5

##  playertwo collision detection
    if(ballX<=40 and ballX>=29 and ballY+py2 and ballY-10<=py2+120):
        xc*=-1
        ballX=40
        if(xc<10):
            xc=float(xc)+float(0.4)
        if(yc>0):
            yc=float(random.randint(15,70))
            yc=float(yc)/float(10)
        else:
            yc=float(random.randint(-70,-15))
            yc=float(yc)/float(10)

##  left and right bounds collision detection (aka missed paddle)
    if(ballX>=630 and xc>0):
        ballX=320
        ballY=240
        xc = 2
        yc = random.randint(-3,3)
        while(yc==0):
            yc = random.randint(-3,3)
        lives = lives-1
        escore=escore+1
    if(ballX<=10 and xc<0):
        ballX=320
        ballY=240
        xc = 2
        yc = random.randint(-3,3)
        while(yc==0):
            yc = random.randint(-3,3)
        score=score+1

##  top and bottom bounds colliison detection
    if(playerone<0):
        playerone=0
    if(playerone>360):
        playerone=360
    if(ballY>=470 or ballY<=10):
        yc*=-1

##  AI(artificial intelligence(ball)) movement controls
    if(py2+60<ballY and py2<360 and xc<0 and pause==0):
        py2=py2+4
    if(py2+60>ballY and py2>0 and xc<0 and pause==0):
        py2=py2-4
    if(pause==0):
        ballX=ballX+xc
        ballY=ballY+yc
    c.delete(ball)
    ball = c.create_oval(ballX-10,ballY-10,ballX+10,ballY+10,fill='white')
    c.delete(player)
    player = c.create_rectangle(610,playerone,625,playerone+120,fill='blue')
    c.delete(playertwo)

# to change the game to single player, remove the playerone's in the following line and replace them with py2's
# this are  the coordinates for the paddle
# the first playerone, tracks the position of the thing that the paddle is following
# 1#= how wide it is, 2# tracks the other object, 3# the width, 4# how tall the paddle is, 5# the color

    playertwo = c.create_rectangle(15, playerone ,30,  playerone + 120 ,fill='blue')

    c.delete(livestext)
    livestext = c.create_text(525,10,text=lives,fill='white',font=font)
    c.delete(scoretext)
    scoretext = c.create_text(525,25,text=score,fill='white',font=font)
    c.update()
    time.sleep(Decimal("1")/Decimal("100"))
    if(lives==0):
        do=0
        if(score > 0):
            print score
        done = 1
    try:
        c.update()
    except:
        print "Error"
        root.quit
    while(lives==0):
        c.update()
try:
    c.update()
except:
    print "Error!!!"
    root.quit
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1 个回答
  • 面试哥
    面试哥 2021-01-29
    为面试而生,有面试问题,就找面试哥。

    您的代码已被改编为以下两人游戏。该程序已重组为各种功能,类和方法。没有AI时,控件是相同的。

    from tkinter import *
    from tkinter.font import Font
    import functools
    import math
    import random
    import time; time.clock = time.perf_counter
    
    ################################################################################
    
    class Pong(Canvas):
    
        DEFAULTS = dict(width=640,
                        height=480,
                        background='black',
                        highlightthickness=0)
    
        @classmethod
        def main(cls):
            root = Tk()
            root.title('Pong')
            root.resizable(False, False)
            root.bind_all('<Escape>', lambda event: root.destroy())
            game = cls(Font(family='Book Antiqua', size=15, weight='bold'), 5, 100,
                       background='black', width=640, height=480)
            game.grid()
            root.mainloop()
    
        def __init__(self, font, lives, fps, master=None, cnf={}, **kw):
            for item in self.DEFAULTS.items():
                kw.setdefault(*item)
            super().__init__(master, cnf, **kw)
            self.font = font
            self.p1 = Paddle(lives, 'blue', 10,
                             self.height, 120, 15, 5)
            self.p2 = Paddle(lives, 'blue', self.width - 10,
                             self.height, 120, 15, 5)
            self.wait = 1000 // fps
            self.separator = Box(Point(self.width // 2 - 2, 0),
                                 Point(self.width // 2 + 2, self.height))
            self.new_rect(self.separator, 'white')
            self.bind('<p>', self.pause)
            self.p1.bind(self, 'w', 's')
            self.p2.bind(self, 'Up', 'Down')
            self.draw_high = True
            self.after_idle(self.startup)
            self.focus_force()
    
        def pause(self, event):
            if not self.running_startup:
                self.refresh = self.after_cancel(self.refresh) \
                               if self.refresh else self.after_idle(self.animate)
    
        def startup(self, countdown=3, target=None):
            if target is None:
                self.running_startup = True
                self.ball = Ball('white', self.width, self.height, 20)
                self.refresh = None
                target = time.clock() + countdown
            for paddle in self.p1, self.p2:
                paddle.center()
            self.draw_all()
            remaining = math.ceil(target - time.clock())
            if remaining:
                self.new_text(Point(self.width >> 1, self.height >> 1),
                              self.random_color(), str(remaining), CENTER)
                self.after(self.wait, self.startup, None, target)
            else:
                self.running_startup = False
                self.after_idle(self.animate)
    
        @classmethod
        def random_color(cls):
            return '#{:02X}{:02X}{:02X}'.format(*cls.random_bytes(3))
    
        @staticmethod
        def random_bytes(n):
            return bytes(random.randrange(1 << 8) for _ in range(n))
    
        def animate(self):
            self.move_all()
            if self.in_bounds():
                self.draw_all()
                self.refresh = self.after(self.wait, self.animate)
    
        def move_all(self):
            for obj in self.p1, self.p2, self.ball:
                obj.move()
                if obj is not self.ball:
                    obj.bounce(self.ball)
    
        def in_bounds(self):
            if self.boundary.intersects(self.ball.boundary):
                return True
            if (self.p2 if self.ball.position.x > 0 else self.p1).kill():
                self.after_idle(self.startup)
            else:
                self.draw_all()
                self.after(5000, self.quit)
            return False
    
        def draw_all(self):
            self.delete('actor')
            for obj in self.p1, self.p2, self.ball:
                obj.render(self)
            self.render_status()
    
        def render_status(self, x_margin=4, y_margin=4):
            self.draw_high = high = (self.ball.position.y > self.height * 0.25) \
                                    if self.draw_high else \
                                    (self.ball.position.y >= self.height * 0.75)
            if high:
                self.new_text(self.separator.NW + Point(-x_margin, +y_margin),
                              'white', self.p1.status, NE)
                self.new_text(self.separator.NE + Point(+x_margin, +y_margin),
                              'white', self.p2.status, NW)
            else:
                self.new_text(self.separator.SW + Point(-x_margin, -y_margin),
                              'white', self.p1.status, SE)
                self.new_text(self.separator.SE + Point(+x_margin, -y_margin),
                              'white', self.p2.status, SW)
    
        def new_rect(self, box, color, tag='static'):
            self.create_rectangle(box, fill=color, outline=color, tag=tag)
    
        def new_oval(self, box, color, tag='static'):
            self.create_oval(box, fill=color, outline=color, tag=tag)
    
        def new_text(self, point, color, text, anchor, tag='actor'):
            self.create_text(point, fill=color, tag=tag,
                             text=text, anchor=anchor, font=self.font)
    
        @property
        def width(self):
            return int(self['width'])
    
        @property
        def height(self):
            return int(self['height'])
    
        @property
        def boundary(self):
            return Box(Point(0, 0), Point(self.width, self.height))
    
    ################################################################################
    
    def enum(names):
        return type('enum', (), dict(map(reversed, enumerate(
            names.replace(',', ' ').split())), __slots__=()))()
    
    def copy_sign(x, y):
        return type(x)(math.copysign(x, y))
    
    ################################################################################
    
    class Paddle:
    
        PART = enum('null, upper, center, lower')
    
        def __init__(self, lives, color, alignment, board_height,
                     paddle_height, paddle_width, move_by):
            self.lives = lives
            self.color = color
            self.height = board_height
            self.position = Point(alignment, board_height >> 1)
            self.size = Point(paddle_width >> 1, paddle_height >> 1)
            self.move_by = move_by
            self.score = 0
            self.just_bounced = False
    
        def kill(self):
            self.lives -= 1
            self.score >>= 1
            return self.lives > 0
    
        def center(self):
            y, middle = self.position.y, self.height >> 1
            if y < middle:
                self.move(down=True)
            elif y > middle:
                self.move(up=True)
    
        def move(self, *, up=False, down=False):
            if up or (not down and self.keys.up and
                      self.position.y - self.size.y > 0):
                self.position -= Point(0, self.move_by)
            if down or (not up and self.keys.down and
                        self.position.y + self.size.y < self.height):
                self.position += Point(0, self.move_by)
    
        def bounce(self, ball):
            minimum = self.size.x + ball.radius
            if self.position.x != ball.position.x and self.overlap(ball, minimum):
                if not self.just_bounced:
                    self.just_bounced = True
                    self.score += abs(ball.velocity.y)
                sign = +1 if self.position.x < ball.position.x else -1
                if self.collision_area == self.PART.center:
                    ball.position.x = self.position.x + minimum * sign
                else:
                    ball.position.adjust(self.middle_point, minimum)
                ball.velocity.x = copy_sign(ball.velocity.x, sign)
                ball.change_speed()
            else:
                self.just_bounced = False
    
        def overlap(self, ball, minimum):
            box = self.boundary
            if box.intersects(ball.boundary):
                self.collision_area = self.PART.center
            elif (self.hi_mid(box) - ball.position).magnitude <= minimum:
                self.collision_area = self.PART.upper
            elif (self.lo_mid(box) - ball.position).magnitude <= minimum:
                self.collision_area = self.PART.lower
            else:
                self.collision_area = self.PART.null
            return self.collision_area
    
        def render(self, surface):
            box = self.boundary
            surface.new_rect(box, self.color, 'actor')
            surface.new_oval(Box.from_point(self.hi_mid(box), self.size.x),
                             self.color, 'actor')
            surface.new_oval(Box.from_point(self.lo_mid(box), self.size.x),
                             self.color, 'actor')
    
        def hi_mid(self, boundary):
            self.middle_point = Point(self.position.x, boundary.a.y)
            return self.middle_point
    
        def lo_mid(self, boundary):
            self.middle_point = Point(self.position.x, boundary.b.y)
            return self.middle_point
    
        def bind(self, surface, up, down):
            self.keys = KeyListener(surface, up=up, down=down)
    
        @property
        def boundary(self):
            return Box.from_point(self.position, self.size)
    
        @property
        def status(self):
            return 'Lives: {}\nScore: {}'.format(self.lives, self.score)
    
    Player = Paddle
    
    ################################################################################
    
    class KeyListener:
    
        def __init__(self, widget, **kwargs):
            self.__state = dict.fromkeys(kwargs, False)
            for name, key in kwargs.items():
                widget.bind('<KeyPress-{}>'.format(key), self.__set(name, True))
                widget.bind('<KeyRelease-{}>'.format(key), self.__set(name, False))
    
        def __set(self, name, value):
            def handler(event):
                self.__state[name] = value
            return handler
    
        def __getattr__(self, name):
            return self.__state[name]
    
    ################################################################################
    
    class Ball:
    
        def __init__(self, color, width, height, size):
            self.color = color
            self.board = Point(width, height)
            self.position = self.board / 2
            self.radius = size >> 1
            self.velocity = Point(1 - 2 * random.randrange(2),
                                  1 - 2 * random.randrange(2))
            self.change_speed()
    
        def change_speed(self, max_x=10, max_y=10):
            speed = self.velocity
            speed.x = copy_sign(random.randint(1, max_x), speed.x)
            speed.y = copy_sign(random.randint(1, max_y), speed.y)
    
        def move(self):
            self.position += self.velocity
            self.bounce()
    
        def bounce(self):
            if self.position.y - self.radius < 0:
                self.position.y = self.radius
                self.velocity.y = copy_sign(self.velocity.y, +1)
                self.change_speed()
            elif self.position.y + self.radius > self.board.y:
                self.position.y = self.board.y - self.radius
                self.velocity.y = copy_sign(self.velocity.y, -1)
                self.change_speed()
    
        def render(self, surface):
            surface.new_oval(self.boundary, self.color, 'actor')
    
        @property
        def boundary(self):
            return Box.from_point(self.position, self.radius)
    
    ################################################################################
    
    def autocast(function):
        @functools.wraps(function)
        def cast(self, other):
            if not isinstance(other, self.__class__):
                other = self.__class__(other, other)
            return function(self, other)
        return cast
    
    ################################################################################
    
    class Point(list):
    
        def __init__(self, x, y):
            super().__init__((x, y))
    
        def __repr__(self):
            return '{}({})'.format(self.__class__.__name__,
                                   ', '.join(map(repr, self)))
    
        @autocast
        def __add__(self, other):
            return self.__class__(self.x + other.x, self.y + other.y)
    
        @autocast
        def __sub__(self, other):
            return self.__class__(self.x - other.x, self.y - other.y)
    
        @autocast
        def __mul__(self, other):
            return self.__class__(self.x * other.x, self.y * other.y)
    
        @autocast
        def __truediv__(self, other):
            return self.__class__(self.x / other.x, self.y / other.y)
    
        @autocast
        def __floordiv__(self, other):
            return self.__class__(self.x // other.x, self.y // other.y)
    
        @autocast
        def __iadd__(self, other):
            self.x += other.x
            self.y += other.y
            return self
    
        @autocast
        def __isub__(self, other):
            self.x -= other.x
            self.y -= other.y
            return self
    
        def __get_x(self):
            return self[0]
    
        def __set_x(self, value):
            self[0] = value
    
        x = property(__get_x, __set_x)
    
        def __get_y(self):
            return self[1]
    
        def __set_y(self, value):
            self[1] = value
    
        y = property(__get_y, __set_y)
    
        def __get_magnitude(self):
            return math.hypot(self.x, self.y)
    
        def __set_magnitude(self, value):
            magnitude = self.magnitude
            self.x *= value / magnitude
            self.y *= value / magnitude
    
        magnitude = property(__get_magnitude, __set_magnitude)
    
        def adjust(self, projected_from, distance):
            vector = self - projected_from
            vector.magnitude = distance
            self.x = round(projected_from.x + vector.x)
            self.y = round(projected_from.y + vector.y)
    
    ################################################################################
    
    class Box(list):
    
        @classmethod
        def from_point(cls, point, extension):
            return cls(point - extension, point + extension)
    
        def __init__(self, a, b):
            super().__init__((a, b))
    
        def __repr__(self):
            return '{}({})'.format(self.__class__.__name__,
                                   ', '.join(map(repr, self)))
    
        def intersects(self, other):
            return not (self.a.x > other.b.x or other.a.x > self.b.x or
                        self.a.y > other.b.y or other.a.y > self.b.y)
    
        def __get_a(self):
            return self[0]
    
        def __set_a(self, value):
            self[0] = value
    
        a = NW = property(__get_a, __set_a)
    
        def __get_b(self):
            return self[1]
    
        def __set_b(self, value):
            self[1] = value
    
        b = SE = property(__get_b, __set_b)
    
        @property
        def NE(self):
            return Point(self.b.x, self.a.y)
    
        @property
        def SW(self):
            return Point(self.a.x, self.b.y)
    
    ################################################################################
    
    if __name__ == '__main__':
        Pong.main()
    

    Edit: In designing the scoring system, it did not make sense to have a
    score and lives. If a player’s score is incremented by one when the opponent
    looses, scores could be dropped, and the winner would be the person who did
    not loose all lives. If a player’s score is incremented by one each time the
    ball is hit, both players will have nearly identical scores throughout the
    game, and the scores are fairly meaningless.


    I chose to increment a player’s score based on an approximation of how
    difficult the ball was to hit. If the ball happened to have a vertical
    movement of five and the player hits the ball, then the player’s score is
    incremented by five. To add further incentive not to loose lives, a player’s
    score is halved upon loosing a life. That also provides ample opportunity for
    the other player to catch up in scoring.

    As for the weird bouncing, the ball will have a random change in speed each
    time it hits an object. The reason for this is that if the ball stayed at the
    same speed and bounced normally, it would be very easy to predict where the
    ball was going to go, and the game would be too easy. If the player finds no
    challenge in the game, being bored and invincible would lead to rapid
    abandonment of the game.

    The status display moves to the opposite side of the board when the ball gets
    close enough so that the status and ball never end up on top of each other,
    confusing potential players. The change is triggered by the ball’s moving up
    past 25% screen height or the ball’s moving down past 75% screen height. If
    there is anything that you feel should be different about the game, please
    consider learning Python so that you can modify the game yourself.



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