我想创建太空入侵者的游戏,但不是敌人射击下来,它会朝玩家射击。我使用.goto()
方法实现它,如下所示:
bullet2.goto(player.xcor(),player.ycor())
但这里的问题是子弹根据玩家的坐标来确定它的目的地,因此被卡在那里。我想让他们继续朝那个方向移动,直到它离开屏幕,这时敌人可以再次射击(我没有找到一个直接的方法来计算两个海龟位置之间的航向)。你知道吗
我也不知道把
bullet2.goto(player.xcor(),player.ycor())
命令放在哪里:它应该在while(True)
的循环中,或者在触发项目符号的函数中。你知道吗
我把我的代码贴在下面。我的目标是:有两种不同类型的敌人,一个在圆圈里移动,另一个在正方形里移动。第一个敌人4步后开火,第二个敌人2步后开火。所有他们发射的东西,子弹都会向玩家移动,除非子弹离开屏幕,否则敌人不能再开火。你知道吗
我不是在找碰撞。你知道吗
我知道在使一切都面向对象方面有很多可以改进的地方,但是现在我把重点放在游戏的功能上。一旦我清除了基本功能,我就会这么做。你知道吗
# python 2.7 and turtle library
import os
import random
import sys
import turtle
turtle.fd(0)
turtle.speed(6)
turtle.bgcolor("black")
turtle.ht()
turtle.setundobuffer(1)
turtle.tracer(1)
class Game():
def draw_border(self):
#Draw border
self.pen = turtle.Turtle()
self.pen.speed(0)
self.pen.color("white")
self.pen.pensize(3)
self.pen.penup()
self.pen.goto(-300, 300)
self.pen.pendown()
for side in range(4):
self.pen.fd(600)
self.pen.rt(90)
self.pen.penup()
self.pen.ht()
game = Game()
game.draw_border()
bulletstate1 = "ready"
bulletstate2 = "ready"
def enemy1_fire():
#the bullet will travel up from the player's position
global bulletstate1 # enable modifying global var from inside of function
if bulletstate1 == "ready":
bulletstate1 = "fired"
bullet1.showturtle()
x = enemy1.xcor() # get the coordinates at the time of firing
y = enemy1.ycor()
bullet1.speed = 6
bullet1.setposition(x,y) # bullet will appear just above the player
#bullet1.goto(player.xcor(),player.ycor())
#print(bulletspeed,bullet.xcor(),bullet.ycor(),bulletstate1)
def enemy2_fire():
#the bullet will travel up from the player's position
global bulletstate2 # enable modifying global var from inside of function
if bulletstate2 == "ready":
bulletstate2 = "fired"
bullet2.showturtle()
x = enemy2.xcor()
y = enemy2.ycor()
bullet2.speed = 6
bullet2.setposition(x,y) # bullet will appear just above the player
#bullet2.goto(player.xcor(),player.ycor())
#print(bulletspeed,bullet.xcor(),bullet.ycor(),bulletstate2)
class Player(turtle.Turtle):
def __init__(self, spriteshape, color, startx, starty):
turtle.Turtle.__init__(self, shape = spriteshape)
self.speed(3)
self.penup()
self.color(color)
self.fd(0)
self.goto(startx, starty)
self.speed = 1
self.left(90)
#self.mode("logo")
def move(self):
self.fd(self.speed)
if (player.xcor()<-280): # boundary checking
player.setx(-280)
if (player.xcor()> 280): # boundary checking
player.setx(280)
if (player.ycor()<-280): # boundary checking
player.sety(-280)
if (player.ycor()> 280): # boundary checking
player.sety(280)
def turn_left(self):
self.move()
self.lt(30)
if (player.xcor()<-280): # boundary checking
player.setx(-280)
if (player.xcor()> 280): # boundary checking
player.setx(280)
if (player.ycor()<-280): # boundary checking
player.sety(-280)
if (player.ycor()> 280): # boundary checking
player.sety(280)
def turn_right(self):
self.move()
self.rt(30)
if (player.xcor()<-280): # boundary checking
player.setx(-280)
if (player.xcor()> 280): # boundary checking
player.setx(280)
if (player.ycor()<-280): # boundary checking
player.sety(-280)
if (player.ycor()> 280): # boundary checking
player.sety(280)
def accelerate(self):
self.move()
self.speed = self.speed + 1
if (player.xcor()<-280): # boundary checking
player.setx(-280)
if (player.xcor()> 280): # boundary checking
player.setx(280)
if (player.ycor()<-280): # boundary checking
player.sety(-280)
if (player.ycor()> 280): # boundary checking
player.sety(280)
def brake(self):
self.speed = self.speed - 1
if (player.xcor()<-280): # boundary checking
player.setx(-280)
if (player.xcor()> 280): # boundary checking
player.setx(280)
if (player.ycor()<-280): # boundary checking
player.sety(-280)
if (player.ycor()> 280): # boundary checking
player.sety(280)
class Enemy1(turtle.Turtle):
def __init__(self, spriteshape, color, startx, starty):
turtle.Turtle.__init__(self, shape = spriteshape)
self.speed(3) #animation speed
self.penup()
self.color(color)
self.fd(0)
self.goto(startx, starty)
self.speed = 1
#self.mode("logo")
shoot = 4 # shoots after 4 interval
def move(self):
self.lt(90)
self.fd(150)
self.shoot = self.shoot - 1
if self.shoot==0:
enemy1_fire() #shoot below, better if can be directed at player
self.shoot = 4
class Enemy2(turtle.Turtle):
def __init__(self, spriteshape, color, startx, starty):
turtle.Turtle.__init__(self, shape = spriteshape)
self.speed(3)
self.penup()
self.color(color)
self.fd(0)
self.goto(startx, starty)
self.speed = 1
#self.mode("logo")
shoot = 2 # shoots after 2 interval
def move(self):
self.fd(100)
self.rt(30)
self.shoot= self.shoot-1
if self.shoot==0:
enemy2_fire() #shoot towards player
self.shoot = 2
enemy1 = Enemy1("circle", "red", 50, -50)
enemy2 = Enemy2("square", "blue", -10, 200)
player = Player("triangle", "white", 0, 0)
#key bindings
turtle.listen()
turtle.onkey(player.turn_left,"Left")
turtle.onkey(player.turn_right,"Right")
turtle.onkey(player.accelerate,"Up")
turtle.onkey(player.brake,"Down")
# create a bullet for the enemy1
bullet1 = turtle.Turtle()
bullet1.color("yellow")
bullet1.shape("triangle")
bullet1.penup()
bullet1.shapesize(0.3,0.3) # length and breadth of bullet
bullet1.hideturtle()
bullet1.speed(3)
bullet1.speed = 2
# create a bullet for the enemy2
bullet2 = turtle.Turtle()
bullet2.color("yellow")
bullet2.shape("square")
bullet2.penup()
bullet2.shapesize(0.4,0.4) # length and breadth of bullet
bullet2.hideturtle()
bullet2.speed(3)
bullet2.speed = 2
while True:
enemy1.move()
enemy2.move()
if bulletstate1=="fired":
# y = bullet1.ycor()
# y = y - bullet1.speed
# bullet1.sety(y)
bullet1.goto(player.xcor(),player.ycor())
if bulletstate2=="fired":
# y = bullet2.ycor()
# y = y - bullet2.speed
# bullet2.sety(y)
bullet2.goto(player.xcor(),player.ycor())
if (bullet1.ycor()>275 or bullet1.xcor()>275 or bullet1.ycor()<-275 or bullet1.xcor()<-275):
bullet1.hideturtle()
# bullet1.sety(enemy1.ycor)
# bullet1.setx(enemy1.xcor)
bulletstate1="ready"
if (bullet2.ycor()>275 or bullet2.xcor()>275 or bullet2.ycor()<-275 or bullet2.xcor()<-275):
bullet2.hideturtle()
# bullet2.sety(enemy2.ycor)
# bullet2.setx(enemy2.xcor)
bulletstate2="ready"
sys.stdout.close()
delay = raw_input("Press enter to finish. > ")
而不是:
你想要的是:
这是在你的运动循环中,在每一次迭代中让子弹转向玩家的当前位置并稍微向前移动。如果玩家站着不动,子弹最终会击中他们。如果玩家在移动,子弹会跟踪他们。你知道吗
但是,子弹不太可能从屏幕上消失。如果前进的步伐非常大:
如果你还想解决这个问题,你应该解决直角三角形(见图):
设
[e]
为敌,*
为玩家,x
和y
为敌坐标,px
和py
为玩家坐标。对于所示的情况,应该从关系中获取x2
坐标:(x-px)/(y-py) = (x-x2)/(y-(-280)) => (x-x2) = (y-(-280))*(x-px)/(y-py) =>
=> x2 = x-(y-(-280))*(x-px)/(y-py)
,其中已知
x
、y
、px
、py
和y2
。你知道吗你必须考虑玩家和敌人的相对位置,例如:
(x-px)/(y-py) = (x-(-280))/(y-y2) => (y-y2) = (x-(-280))*(y-py)/(x-px) =>
=> y2 = y-(x-(-280))*(y-py)/(x-px)
,以及坐标差异的符号。
在您的情况下,这将引导我们找到以下代码(我建议您将其设计为一个单独的函数):
在触发项目符号的函数中调用此代码似乎更容易:
如果球员在场地中央,这一切就容易多了。你知道吗
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