在Python中用于坠落和跳跃对象的重力的物理

时间:2014-06-02 17:05:16

标签: python tkinter game-physics

我正在试图制作一个脆弱的鸟类克隆,我似乎无法使物理学正确。我在物理方面并不擅长,每当我尝试数字时,它总是看起来不稳定而不像原始。现在我有一个下降和跳跃增量,每次改变它乘以一个常数使其下降得更快并且在跳跃时变慢,但看起来不正确。 还有另一种方法可以做跳跃的物理学吗?

编辑我无法添加其余代码,因为这与问题无关,因此在我的其余代码中,如果没有cetain模块变量,此代码将无法运行。

这是我的鸟类

class Player():
    def __init__(self,root,canvas,x=150,y=300,size=40):
        global jumped
        #Sets attributes
        self.size=size
        self.faller=True
        self.x=x
        self.y=y
        self.root=root
        self.fell=4 #The initial amount to fall
        jingle=13 #The initial amount to jump
        self.canvas=canvas
        #sets the image
        im=PhotoImage(file="unnamed copy 2.gif")
        self.photo=im
        self.current=self.canvas.create_image((self.x,self.y),image=self.photo)
    def fall(self): #Always runs in the background, if the user isn't jumping, to fall
        global done,t,points,j,height
        if self.faller and not done: 
            self.y+=self.fell
            self.fell*=t    #Falls and multiplies how much it fell by the exponential constant
            if self.y+(height/2)>=600:  # if it hit the ground, it ends the game
                done=True
                self.fall()  #Runs the method again to execute the code when done is True
                return

            self.canvas.coords(self.current,(self.x,self.y))
            self.canvas.after(20,self.fall) #Runs it again after 20 milliseconds
        elif done and self.faller:
            self.faller=False  #Stops the falling
            end()


    def jump(self,e):
        global done,j,jingle,orange,t
        if not done and orange: #If it isnt dead and it has been a
                                #sufficient time since the user last jumped
            self.faller=False   #Stops the falling
            x=1
            while x<=10:
                if not done:
                    for item in pipes: #Checks if it has hit each time it goes up
                        if item.hit(self): # if it has, it stops and dies
                            done=True
                            return
                self.canvas.after(12*x,self.move) # it moves up a little, 10 times
                x+=1
            self.faller=True #After it is done, it lets itself fall again
            self.fell=4  #Sets the amount it falls back to the default
            jingle=13 #Sets the amount it jumps back to default
            orange=False #Stops the user from jumping really fast, like holding space
            j=.97 #Sets the exponential constants back to normal
            t=1.09
            self.canvas.after(100,self.toll) #After 100 ms, it lets the user jump again
    def toll(self): #sets the boolean that stops jumping back to True
        global orange
        orange=True
    def move(self): #Moves and multiplies how much it moves by the constant
        global jingle,j
        self.y-=jingle
        jingle*=j
        self.canvas.coords(self.current,(self.x,self.y))
    def changey(self,a): #A method to change the user's position
        self.y=a
        self.canvas.coords(self.current,(self.x,self.y))

1 个答案:

答案 0 :(得分:0)

这更像是一个物理问题,而不是编程问题,但是:

要使物理变得切合实际,您需要跟踪鸟的位置(self.xself.y),速度(self.vxself.vy )和加速度(self.axself.ay)。

self.ay应设置为常量,以确定您希望对象下降的速度。

self.ax通常应为0.0

在运行循环中,这需要发生:

self.x += self.vx * t
self.y += self.vy * t

self.vx += self.ax * t
self.vy += self.ay * t