我有几个问题。第一个:我确定可以将以下代码优化为不使用4个类,但是我不确定该如何处理。我正在尝试绘制一排排和一排的圆,并用较小的圆围绕每个圆的中心旋转。圆行具有垂直线,这些垂直线跟随较小的轨道圆的旋转。列遵循相同的模式,但是线条是水平的。
到目前为止,我正在尝试使用四个类,一个用于水平圆,一个用于垂直圆,一个用于水平矩形(使用矩形,因为我会检测到碰撞),另外一个用于垂直矩形。我这样做是为了将信息传递给矩形,以使其与轨道的圆对应。
第二个问题/问题:因为现在是代码,所以在程序运行时垂直线将不会显示。我不完全确定为什么,因为绘制水平线的代码运行正常并且匹配。
任何有关如何使它变得更好的建议,将不胜感激。
import pygame as pg
import pygame.gfxdraw
import math
pg.init()
windowWidth = 800
windowHeight = 800
surface = pg.display.set_mode((windowWidth, windowHeight))
pg.display.set_caption("Circle")
clock = pg.time.Clock()
black = (0, 0, 0)
white = (255, 255, 255)
gray = (50, 50, 50)
red = (255, 0, 0)
class VerticalCircle(object):
def __init__(self, posX, posY):
self.circlePositionX = posX
self.circlePositionY = posY
self.radius = 38
self.theta = 0
self.x = int((self.circlePositionX + (self.radius * math.cos(self.theta))))
self.y = int((self.circlePositionY + (self.radius * math.sin(self.theta))))
def draw(self, surface):
self.x = int((self.circlePositionX + (self.radius * math.cos(-self.theta))))
self.y = int((self.circlePositionY + (self.radius * math.sin(-self.theta))))
pygame.gfxdraw.aacircle(surface, self.circlePositionX, self.circlePositionY, self.radius, white)
pygame.gfxdraw.filled_circle(surface, self.x, self.y, 2, white)
def method_circle(self):
return self.x, self.y
class HorizontalCircle(object):
def __init__(self, posX, posY):
self.circlePositionX = posX
self.circlePositionY = posY
self.radius = 38
self.theta = 0
self.x = int((self.circlePositionX + (self.radius * math.cos(self.theta))))
self.y = int((self.circlePositionY + (self.radius * math.sin(self.theta))))
def draw(self, surface):
self.x = int((self.circlePositionX + (self.radius * math.cos(self.theta))))
self.y = int((self.circlePositionY + (self.radius * math.sin(self.theta))))
pygame.gfxdraw.aacircle(surface, self.circlePositionX, self.circlePositionY, self.radius, white)
pygame.gfxdraw.filled_circle(surface, self.x, self.y, 2, white)
def method_circle(self):
return self.x, self.y
class VerticalLine(HorizontalCircle):
def __init__(self, surface, Target_Circle):
pg.draw.rect(surface, gray, (Target_Circle.x, 0, 800, 1))
def draw(self,surface, Target_Circle):
pg.draw.rect(surface, gray, (Target_Circle.x, 0, 800, 1))
class HorizontalLine(VerticalCircle):
def __init__(self, surface, Target_Circle):
pg.draw.rect(surface, gray, (0, Target_Circle.y, 800, 1))
def draw(self,surface, Target_Circle):
pg.draw.rect(surface, gray, (0, Target_Circle.y, 800, 1))
HorizontalCircleList = []
VerticalCircleList =[]
HorizontalRectList = []
VerticalRectList = []
x = 120
for i in range(1, 10):
VCircle = VerticalCircle(40, x)
VerticalCircleList.append(VCircle)
VCircle.draw(surface)
HLine = HorizontalLine(surface, VCircle)
HorizontalRectList.append(HLine)
HLine.draw(surface, VCircle)
HCircle = HorizontalCircle(x, 40)
HorizontalCircleList.append(HCircle)
HCircle.draw(surface)
VLine = VerticalLine(surface, HCircle)
VerticalRectList.append(VLine)
VLine.draw(surface, HCircle)
x += 80 # offset to place circles
pg.display.update()
loop = 0
run = True
while run:
clock.tick(160)
for event in pg.event.get():
if event.type == pg.QUIT:
run = False
if loop == len(HorizontalCircleList):
loop = 0
print("x ", len(HorizontalRectList))
print("y ", len(VerticalRectList))
print("circle ", len(HorizontalCircleList))
surface.fill(0)
for i in range(int(len(HorizontalCircleList))):
HorizontalRectList[i].draw(surface, VerticalCircleList[i])
VerticalRectList[i].draw(surface, HorizontalCircleList[i])
HorizontalCircleList[i].theta += .002 + i/100
HorizontalCircleList[i].draw(surface)
VerticalCircleList[i].theta += .002 + i/100
VerticalCircleList[i].draw(surface)
pg.display.update()
loop += 1
pg.quit()
这些线由矩形(pygame.draw.rect()
)绘制。绘制垂直矩形,购买时您已经混淆了宽度和高度:
pygame.draw.rect()