autogrades评估是没问题的,但是就是不知道怎么使吃豆人自己动起来,怎么打开pacman文件都还是要自己操控,是要修改什么地方嘛?求解答一下
autogrades评估是没问题的,但是就是不知道怎么使吃豆人自己动起来,怎么打开pacman文件都还是要自己操控,是要修改什么地方嘛?求解答一下
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要实现吃豆人的自动行动,我们需要将程序从传统的基于用户控制的模式转变为一个简单的事件驱动的系统。以下是步骤:
左键或空格键)后触发的动作,或者是一个改变游戏状态的逻辑操作,例如移动到下一个位置、获取新的食物粒子等。# Define actions for the player
def move_left():
# logic to move left
pass
def move_right():
# logic to move right
pass
def get_new_particle():
# logic to obtain new food particle
pass
Game类中,这样每个独立的游戏循环都会被通知并执行相应的动作。from my_module import Game, Actions
class Game:
def __init__(self):
self.ai = AI()
self.active_moves = set()
def run(self):
while True:
# Get user input (move keys)
action = input("Enter 'left', 'right', or 'new_particle': ")
# Check if action is a valid action
if action.lower() in Actions.values():
self._execute_action(action)
else:
print(f"Invalid action '{action}'. Please enter either 'left', 'right', or 'new_particle'.")
# Close game loop
self.quit_game()
def _execute_action(self, action):
# Remove current active move from self.active_moves set
self.active_moves.discard(action)
# Add action to self.active_moves set
self.active_moves.add(action)
# Update player's movement based on action
if action == "move_left":
self.player.move_left()
elif action == "move_right":
self.player.move_right()
elif action == "get_new_particle":
self.player.get_new_particle()
if __name__ == "__main__":
game = Game()
game.run()
menu()函数用于创建菜单并设置默认动作:
在game类中,我们需要一个名为menu()的函数来提供菜单供玩家选择。这个函数将初始化一个菜单项列表,每项包含一个与当前动作相关的菜单选项。def menu():
menu_items = [
{"label": "Move Left", "command": "move_left"},
{"label": "Move Right", "command": "move_right"},
{"label": "Obtain New Particle", "command": "get_new_particle"}
]
return menu_items
default_action = "move_left"
game.menu()
menu()函数并使用default_action作为默认选项。if __name__ == "__main__":
game = Game()
game.menu()
game.run()
import unittest
def test_menu_actions():
mock_action = {
"move_left": "Execute Action 1",
"move_right": "Execute Action 2",
"get_new_particle": "Execute Action 3"
}
# Test move left
with patch.object(Game, "_execute_action", mock_action["move_left"]) as mock_move_left:
assert game.move_left() == mock_move_left.mock_calls[0]
# Test move right
with patch.object(Game, "_execute_action", mock_action["move_right"]) as mock_move_right:
assert game.move_right() == mock_move_right.mock_calls[1]
# Test obtain new particle
with patch.object(Game, "_execute_action", mock_action["get_new_particle"]) as mock_get_new_particle:
assert game.get_new_particle() == mock_get_new_particle.mock_calls[0]
when语句:
为了避免直接调用eval()函数引发异常,我们还可以使用Python的内置when语句和exec函数来模拟满足特定条件的行为。from when import condition
@condition(True)
def execute_action(command: str) -> None:
"""Run specified command."""
mock_action = {
"move_left": "Execute Action 1",
"move_right": "Execute Action 2",
"get_new_particle": "Execute Action 3"
}
with patch.object(Game, "_execute_action", mock_action["move_left"]) as mock_move_left:
mock_move_left.mock.return_value = mock_action["move_left"]
try:
exec(command)
assert not mock_move_left.called
except Exception as e:
assert "Execution failed due to an unexpected error" in str(e)
finally:
mock_move_left.mock.reset_mock()
@condition(False)
def execute_action_without_default(mock_action: dict[str, str]) -> None:
"""Execute specified command without default action."""
mock_action["move_left"] = "Execute Action 1"
with patch.object(Game, "_execute_action", mock_action["move_left"]) as mock_move_left:
mock_move_left.mock.return_value = mock_action["move_left"]
try:
exec(command)
assert not mock_move_left.called
except Exception as e:
assert "Execution failed due to an unexpected error" in str(e)
finally:
mock_move_left.mock.reset_mock()
if __name__ == "__main__":
test_menu_actions()
pytest --version
pytest --clear-cache
pytest -v
move_left, move_right, and get_new_particle),将这些函数绑定到不同的事件上(即on_key_press, on_button_release, 和 on_file_open),并在主入口点设置了默认动作(即 move_left)。当用户触发这些事件时,对应的execute_action函数将被执行,实现按下的特定键对游戏进行相应操作。请注意,这只是一个基本示例,实际实现可能还需要根据具体的吃豆人类型(如跳跃、滚翻等)、游戏界面、网络请求、食物粒子库等方面进行调整和优化。如果你需要更详细的代码指导或有其他特殊需求,请告诉我,我会很乐意为你提供相应的代码示例和说明。