我一直在做一个电路模拟器,有点像 Minecraft 的红石,但是是 2d 的。
到目前为止,我有电源和电线。电源为电线供电,稍后将用于为其他组件供电。
我面临的问题是当电线与电源断开连接时,它会保持供电,因为它的所有邻居都通电。
这是图像中表示的问题:
电线未连接到电源
电线已连接并通电
电源已移除,但电线仍处于活动状态
这是来自电线的更新循环,显示了这一点:
def update(self):
self.powered=False
for b in blocks:
#Find power sources/powered wires
if not b.powered:
continue
adjacent = False
if b.rect.collidepoint(self.rect.left,self.rect.top-5):
adjacent = True
if b.rect.collidepoint(self.rect.left,self.rect.bottom+5):
adjacent = True
if b.rect.collidepoint(self.rect.left-5,self.rect.top):
adjacent = True
if b.rect.collidepoint(self.rect.right+5,self.rect.top):
adjacent = True
if adjacent:
self.powered = True
break
if not self.powered:
pygame.draw.rect(screen, (0,0,0), self.rect, 0)
else:
pygame.draw.rect(screen, (200,0,0), self.rect, 0)
我需要电线由其他电线供电,但前提是它们都连接到一个电源..所以我想,如果我可以让每个电线段递归地检查它所连接的所有电线,以确保它是连接到电源,然后我可以实现这一点。但我不知道该怎么做。
我尝试在电线对象内部使用其他变量,例如self.sourced
表示电线是否连接到电源,但这导致只能为一根电线供电。(即使电源坏了,电线也停用了,所以它有点工作..)
无论如何,如果有人知道如何做到这一点,请把你的知识借给我。
以下是完整的源代码供参考:
import pygame
from pygame.locals import *
pygame.init()
screen=pygame.display.set_mode((640,480))
blocks=[]
class PowerSource(object):
def __init__(self,pos):
self.posx=pos[0]
self.posy=pos[1]
self.rect=pygame.Rect(self.posx,self.posy,32,32)
self.powered=True
def update(self):
pygame.draw.rect(screen, (255,0,0), self.rect, 0)
def repos(self):
pass
class Circuit(object):
def __init__(self,pos):
self.powered=False
self.posx=pos[0]
self.posy=pos[1]
self.rect=pygame.Rect(self.posx,self.posy,32,32)
def update(self):
self.powered=False
for b in blocks:
if not b.powered:
continue
adjacent = False
if b.rect.collidepoint(self.rect.left,self.rect.top-5):
adjacent = True
if b.rect.collidepoint(self.rect.left,self.rect.bottom+5):
adjacent = True
if b.rect.collidepoint(self.rect.left-5,self.rect.top):
adjacent = True
if b.rect.collidepoint(self.rect.right+5,self.rect.top):
adjacent = True
if adjacent:
self.powered = True
break
if not self.powered:
pygame.draw.rect(screen, (0,0,0), self.rect, 0)
else:
pygame.draw.rect(screen, (200,0,0), self.rect, 0)
while True:
place=1
screen.fill((255,255,255))
mse=pygame.mouse.get_pos()
mse=((mse[0]/32)*32,(mse[1]/32)*32)
pressed=pygame.mouse.get_pressed()
if pressed==(1,0,0):
pressed='L'
elif pressed==(0,0,1):
pressed='R'
for b in blocks:
b.update()
pygame.draw.rect(screen, (255,0,0), (mse[0],mse[1],32,32), 2)
for e in pygame.event.get():
if e.type==QUIT:
exit()
key=pygame.key.get_pressed()
if key[K_SPACE]:
for b in blocks:
if b.rect.collidepoint(mse):
place=0
if place==1:
blocks.append(PowerSource(mse))
if pressed=='L':
for b in blocks:
if b.rect.collidepoint(mse):
place=0
if place==1:
blocks.append(Circuit(mse))
elif pressed=='R':
for b in blocks:
if b.rect.collidepoint(mse):
blocks.remove(b)
pygame.display.flip()