python - 如何删除屏幕中间的黑色精灵?
问题描述
我有一个迷宫游戏,它包含 3 个不同的类,其中包括 2 个迷宫解决算法和一个让玩家用上、下、左和右键四处移动的类。所以在类之间切换的方法是使用 tab 键。但是,当我到达用户可以手动控制精灵的类时,总会有一个随机的黑色箭头,看起来像是在我的窗口中间穿过痉挛。即使我可以设法控制橙色精灵,但那个黑色箭头仍然存在。无论如何我可以删除它吗?我尝试使用hideturtle
隐藏箭头,但无济于事。
我高度怀疑是由于我的这部分代码导致出现黑色箭头。但我无法找到替代品。
while True:
ManualMovements()
我当前的代码:
from turtle import * # import the turtle library
# define the tile_size and cursor_size for usage later on
TILE_SIZE = 24
CURSOR_SIZE = 20
screen = Screen() # instantiate the Screen class from turtle
screen.setup(700, 700) # determine the size of the turtle pop out window
class Wall(Turtle): # create Wall class to plot out the walls
def __init__(self):
super().__init__() # inherit from Turtle(parent class)
self.hideturtle() # hide the cursor
self.shape('square') # define the shape of the object we wanna draw out
self.shapesize(TILE_SIZE / CURSOR_SIZE) # define the size of the square
self.pencolor('black') # define the color that we are going to plot the grids out
self.penup() # to prevent the pen from leaving a trace
self.speed('fastest') # get the fastest speed
class Path(Turtle): # create Path class to plot out the path
def __init__(self):
super().__init__() # inherit from Turtle(parent class)
self.hideturtle() # hide the cursor
self.shape('square') # define the shape of the object we wanna draw out
self.shapesize(TILE_SIZE / CURSOR_SIZE) # define the size of the square
self.pencolor('white') # define the color that we are going to plot the grids out
self.penup() # to prevent the pen from leaving a trace
self.speed('fastest') # get the fastest speed
class Sprite(Turtle): # create Sprite class to define the turtle and its characteristics
def __init__(self):
super().__init__() # inherit from Turtle(parent class)
self.shape('turtle') # define the shape of the object we wanna draw out
self.shapesize((TILE_SIZE / CURSOR_SIZE)-0.4) # define the size of the square
self.color('orange') # define the color that we are going to plot the turtle
self.penup() # to prevent the pen from leaving a trace
self.speed('slowest') # set speed to slowest to observe the sprite movement
class ManualMovements(Sprite): # create ManualMovement class to let the user manually control the sprite
def __init__(self):
super().__init__()
self.moves = 0
self.hideturtle()
self.screen.onkeypress(self.go_up, "Up")
self.screen.onkeypress(self.go_down, "Down")
self.screen.onkeypress(self.go_left, "Left")
self.screen.onkeypress(self.go_right, "Right")
def go_up(self):
xcor = sprite.xcor()
ycor = sprite.ycor()
if (xcor, ycor + TILE_SIZE) not in walls:
sprite.setheading(90)
sprite.goto(xcor, ycor + TILE_SIZE)
def go_down(self):
xcor = sprite.xcor()
ycor = sprite.ycor()
if (xcor, ycor - TILE_SIZE) not in walls:
sprite.setheading(270)
sprite.goto(xcor, ycor - TILE_SIZE)
def go_left(self):
xcor = sprite.xcor()
ycor = sprite.ycor()
if (xcor - TILE_SIZE, ycor) not in walls:
sprite.setheading(180)
sprite.goto(xcor - TILE_SIZE, ycor)
def go_right(self):
xcor = sprite.xcor()
ycor = sprite.ycor()
if (xcor + TILE_SIZE, ycor) not in walls:
sprite.setheading(0)
sprite.goto(xcor + TILE_SIZE, ycor)
def setup_maze(level): # create a setup_maze function so that we can plot out the map in turtle
# declare maze_height and maze_width first as the limits for the entire maze
maze_height, maze_width = len(level), len(level[0])
# get the center point for each maze
center_horizontal_point = (maze_width + 1) / 2
center_vertical_point = (maze_height + 1) / 2
for y in range(maze_height): # for loop to limit the entire maze
for x in range(maze_width):
character = level[y][x] # get the character at each x,y coordinate
# calculate the screen x, y coordinates
screen_x = ((x - maze_width) * TILE_SIZE) + (center_horizontal_point * TILE_SIZE)
screen_y = ((maze_height - y) * TILE_SIZE) - (center_vertical_point * TILE_SIZE)
if character == "X":
maze.fillcolor('grey')
maze.goto(screen_x, screen_y)
maze.stamp()
walls.append((screen_x, screen_y)) # add coordinates for the wall to the list
else:
maze.fillcolor('white')
maze.goto(screen_x, screen_y)
maze.stamp()
paths.append((screen_x, screen_y)) # add coordinates for the path to the list
if character == "e":
maze.fillcolor(['white', 'red'][character == 'e'])
maze.goto(screen_x, screen_y) # proceed on to the coordinates on turtle
maze.stamp() # stamp out the boxes
finish.append((screen_x, screen_y)) # add coordinates for the endpoint to the list
if character == 's': # if statement to determine if the character is s
maze.fillcolor('green')
maze.goto(screen_x, screen_y)
maze.stamp() # stamp out the boxes
start.append((screen_x, screen_y)) # add coordinates for the startpoint to the list
sprite.goto(screen_x, screen_y) # move the sprite to the location where it is supposed to start
def endProgram(): # exit the entire program upon clicking anywhere in the turtle window
screen.exitonclick()
grid = [] # create a grid list to store the labels while reading from the txt file
walls = [] # create walls coordinate list
start = []
finish = [] # enable the finish array
paths = []
maze = Wall() # enable the Wall class
sprite = Sprite() # enable the Sprite class
path = Path()
with open("map02.txt") as file: # open the txt file and read contents and append it to maze
for line in file:
grid.append(line.strip())
setup_maze(grid) # call the setup maze function
start_x, start_y = (start[0])[0], (start[0])[1]
sprite.seth(0)
sprite.goto(start_x, start_y)
while True:
ManualMovements()
screen.listen() # we need this in order to allow turtle to detect what key we are pressing and respond to it
screen.mainloop()
一个示例 txt 文件映射:
XXXXXXXXXXXXXXXXXXXX
Xe.................X
XXXXXXX...X..XXXXX.X
XXXXXX....X.....XXXX
XXX.......X...X.XXXX
XXXXXX....X.....XXXX
X.........X...XXXXXX
X.XXXXXX..X...XXXXXX
X.X.......X..XXXXXXX
X.X...XXXX.........X
X.XXXXXsXX..XXXXXXXX
X..............XXXXX
XXXXXXXXXXXXXXXXXXXX
编辑:已经进行了一些编辑。请再看一遍。为了执行代码,您必须先按一次 Tab,然后再按我身边的上、下、左、右按钮。我还删除了这两个类以防止混淆,而且因为我指出这部分代码是我的错误应该来自的地方。上面的当前代码也确实复制了相同的错误。
解决方案
问题是你的ManualMovements
班级是错误的。而不是一个奇怪的辅助类,它应该是Sprite
. (类似于完全自动化的 Sprite 子类。)我在下面相应地修改了您的代码,并进行了其他修复和优化 - 选择您认为合适的:
from turtle import Screen, Turtle
# define some global constants for use later
TILE_SIZE = 24
CURSOR_SIZE = 20
class Wall(Turtle):
''' class to plot out walls '''
def __init__(self):
super().__init__(shape='square') # inherit from parent class
self.hideturtle()
self.shapesize(TILE_SIZE / CURSOR_SIZE) # define the size of the square
self.penup() # prevent the pen from leaving a trace
self.speed('fastest')
class Path(Wall):
''' class to plot out the path '''
def __init__(self):
super().__init__() # inherit from parent class
self.pencolor('white') # define the color that we are going to plot the grids out
class Sprite(Turtle):
''' class to define turtle sprite and its characteristics '''
def __init__(self):
super().__init__(shape='turtle') # inherit from parent class
self.shapesize((TILE_SIZE / CURSOR_SIZE) - 0.4) # define the size of the square
self.color('orange') # color that we are going to plot the turtle
self.penup() # prevent the pen from leaving a trace
self.speed('slowest') # set speed to slowest to observe the sprite movement
class ManualSprite(Sprite):
''' class to let the user manually control the sprite '''
def __init__(self):
super().__init__()
screen.onkeypress(self.go_up, 'Up')
screen.onkeypress(self.go_down, 'Down')
screen.onkeypress(self.go_left, 'Left')
screen.onkeypress(self.go_right, 'Right')
def go_up(self):
screen.onkeypress(None, 'Up') # disable handler inside handler
xcor = int(self.xcor())
ycor = int(self.ycor())
if (xcor, ycor + TILE_SIZE) not in walls:
self.setheading(90)
self.sety(ycor + TILE_SIZE)
screen.onkeypress(self.go_up, 'Up') # reenable handler on exit
def go_down(self):
screen.onkeypress(None, 'Down')
xcor = int(self.xcor())
ycor = int(self.ycor())
if (xcor, ycor - TILE_SIZE) not in walls:
self.setheading(270)
self.sety(ycor - TILE_SIZE)
screen.onkeypress(self.go_down, 'Down')
def go_left(self):
screen.onkeypress(None, 'Left')
xcor = int(self.xcor())
ycor = int(self.ycor())
if (xcor - TILE_SIZE, ycor) not in walls:
self.setheading(180)
self.setx(xcor - TILE_SIZE)
screen.onkeypress(self.go_left, 'Left')
def go_right(self):
screen.onkeypress(None, 'Right')
xcor = int(self.xcor())
ycor = int(self.ycor())
if (xcor + TILE_SIZE, ycor) not in walls:
self.setheading(0)
self.setx(xcor + TILE_SIZE)
screen.onkeypress(self.go_right, 'Right')
def setup_maze(level):
''' plot out the map as a maze in turtle '''
# declare the limits for the entire maze
maze_height, maze_width = len(level), len(level[0])
# get the center point for each maze
center_horizontal_point = (maze_width + 1) / 2
center_vertical_point = (maze_height + 1) / 2
start = finish = None
for y in range(maze_height):
for x in range(maze_width):
character = level[y][x] # get the character at each coordinate
# calculate the screen x, y coordinates
screen_x = int((x - maze_width) * TILE_SIZE + center_horizontal_point * TILE_SIZE)
screen_y = int((maze_height - y) * TILE_SIZE - center_vertical_point * TILE_SIZE)
maze.goto(screen_x, screen_y)
if character == 'X':
maze.fillcolor('grey')
walls.append((screen_x, screen_y)) # add coordinates for the wall
else:
paths.append((screen_x, screen_y)) # add coordinates for the path
if character == 'e':
maze.fillcolor('red')
finish = (screen_x, screen_y)
elif character == 's':
maze.fillcolor('green')
start = (screen_x, screen_y)
else:
maze.fillcolor('white')
maze.stamp()
return start, finish
grid = [] # create a grid list to store the labels while reading from the txt file
with open("map02.txt") as file: # open the txt file and read contents and append it to maze
for line in file:
grid.append(line.strip())
screen = Screen() # extract the Screen class from turtle
screen.setup(700, 700) # set the size of the turtle window
sprite = ManualSprite() # instantiate a Sprite instance
walls = [] # walls coordinate list
paths = []
maze = Wall() # instantiate the Wall class
path = Path()
start, finish = setup_maze(grid)
sprite.setheading(0)
sprite.goto(start) # move the sprite to the start location
screen.listen() # allow turtle to detect key press and respond to it
screen.mainloop()
我已经抛出了简单地回应显而易见的评论。此外,您的逻辑没有考虑浮点坐标的不精确性,这使得它们难以比较——我已将这些比较转换为int
.
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