碰撞没有注册Python Turtles

时间:2018-05-24 13:15:34

标签: python python-3.6 collision turtle-graphics

我在网上教程后创建一个简单的2D射击游戏,敌人的精灵(除了1,总共有5个)不遵守我的碰撞代码。一切正常,除了玩家控制的子弹对象直接穿过敌人的精灵。我收到的错误消息:

Traceback (most recent call last):
      File "C:\Python\Python36\pygame projects\space invaders.py", line 163, in <module>
        bullet.hideturtle()
      File "C:\Python\Python36\lib\turtle.py", line 2322, in hideturtle
        self.pen(shown=False)
      File "C:\Python\Python36\lib\turtle.py", line 2459, in pen
        self._update()
      File "C:\Python\Python36\lib\turtle.py", line 2660, in _update
        self._update_data()
      File "C:\Python\Python36\lib\turtle.py", line 2646, in _update_data
        self.screen._incrementudc()
      File "C:\Python\Python36\lib\turtle.py", line 1292, in _incrementudc
        raise Terminator
    turtle.Terminator

如果你浏览代码的一半,你会发现我用于碰撞数学的毕达哥拉斯理论,不确定它是否正确:

enemies = []
number_of_enemies = 5
for i in range(number_of_enemies):
    enemies.append(turtle.Turtle())

for enemy in enemies:
    enemy.color("green")
    enemy.shape("circle")
    enemy.penup()
    enemy.speed(0)
    x = random.randint(-200, 200)
    y = random.randint(100, 250)
    enemy.setposition(x, y)

enemyspeed = 2

def isCollision(t1, t2):
    distance = math.sqrt(math.pow(t1.xcor() - t2.xcor(), 2)+ math.pow(t1.ycor() - t2.ycor(), 2))
    if distance < 15:
        return True
    else:
        return False



while True:

for enemy in enemies:
    x = enemy.xcor()
    x += enemyspeed
    enemy.setx(x)

    if enemy.xcor() > 280:
        for e in enemies:
            y = enemy.ycor()
            y -= 40
            enemy.sety(y)
        enemyspeed *= -1

    if enemy.xcor() < -280:
        for e in enemies:
            y = enemy.ycor()
            y -= 40
            enemy.sety(y)
        enemyspeed *= -1

    if bulletstate == "fire":
        y = bullet.ycor()
        y += bulletspeed
        bullet.sety(y)

    if isCollision(bullet, enemy):
        #reset the bullet
        bullet.hideturtle()
        bulletstate = "ready"
        bullet.setposition(0, -400)
        #reset the enemy
        x = random.randint(-200, 200)
        y = random.randint(100, 250)
        enemy.setposition(x, y)

    if isCollision(player, enemy):
        player.hideturtle()
        enemy.hideturtle()
        print ("Get To The Doctors! You're Riddled!")
        break

如果答案显而易见,请道歉。我会很感激任何人花时间解释错误。其他人已经发布了类似的问题,但是每个人都有适用于他们的例子,而且我仍然处于可视化其他人的阶段。例子。非常感谢任何帮助。

1 个答案:

答案 0 :(得分:1)

我认为你的主要问题是你在每次敌人更新之间更新子弹而不是一次更新所有敌人的更新。这会在视觉和真实情况之间产生偏差。此外,你不需要定义毕达哥拉斯公式,海龟已经知道了!下面是我对代码的修改,以解决上述问题并重新编写代码样式和效率:

from turtle import Turtle, Screen
from random import randint

NUMBER_OF_ENEMIES = 5
ENEMY_JUMP = 40

BULLET_SPEED = 20
PLAYER_SPEED = 15

SAFETY_DISTANCE = 15

GALLERY_WIDTH, GALLERY_HEIGHT = 560, 550
GALLERY_BORDER = 80

# player movement
def move_left():
    x = player.xcor() - PLAYER_SPEED

    if x < -GALLERY_WIDTH / 2:
        x = -GALLERY_WIDTH / 2

    player.setx(x)

def move_right():
    x = player.xcor() + PLAYER_SPEED

    if x > GALLERY_WIDTH / 2:
        x = GALLERY_WIDTH / 2

    player.setx(x)

def fire_bullet():
    global bulletstate

    if bulletstate == 'ready':
        bulletstate = 'fire'
        bullet.setposition(player.position())
        bullet.forward(BULLET_SPEED / 2)
        bullet.showturtle()

def isCollision(t1, t2):
    return t1.distance(t2) < SAFETY_DISTANCE

def move():
    global enemy_speed, bulletstate

    screen.tracer(False)

    for enemy in enemies:
        x = enemy.xcor() + enemy_speed

        enemy.setx(x)

        if x > GALLERY_WIDTH / 2:
            for e in enemies:
                y = e.ycor() - ENEMY_JUMP
                e.sety(y)

            enemy_speed *= -1

        elif x < -GALLERY_WIDTH / 2:
            for e in enemies:
                y = e.ycor() - ENEMY_JUMP
                e.sety(y)

            enemy_speed *= -1

        if isCollision(player, enemy):
            player.hideturtle()
            enemy.hideturtle()
            print("Get To The Doctors! You're Riddled!")
            screen.update()
            return

        if isCollision(bullet, enemy):
            # reset the bullet
            bullet.hideturtle()
            bullet.setposition(0, -GALLERY_HEIGHT)
            bulletstate = 'ready'

            # reset the enemy
            enemy.hideturtle()
            x = randint(GALLERY_BORDER - GALLERY_WIDTH / 2, GALLERY_WIDTH / 2 - GALLERY_BORDER)
            y = randint(GALLERY_HEIGHT / 2 - 175, GALLERY_HEIGHT / 2 - 25)
            enemy.setposition(x, y)
            enemy.showturtle()

    if bulletstate == 'fire':
        bullet.forward(BULLET_SPEED)

        # check to see if the bullets has gone to the top
        if bullet.ycor() > GALLERY_HEIGHT / 2:
            bullet.hideturtle()
            bulletstate = 'ready'

    screen.tracer(True)

    screen.ontimer(move, 25)

screen = Screen()
screen.setup(GALLERY_WIDTH + GALLERY_BORDER, GALLERY_HEIGHT + GALLERY_BORDER)
screen.bgcolor('black')

player = Turtle('turtle', visible=False)
player.speed('fastest')
player.color('red')
player.penup()
player.setheading(90)
player.sety(-250)  # need to define this
player.showturtle()

enemies = []

enemy_speed = 1

for _ in range(NUMBER_OF_ENEMIES):
    enemy = Turtle('circle', visible=False)
    enemy.speed('fastest')
    enemy.color('green')
    enemy.penup()

    x = randint(GALLERY_BORDER - GALLERY_WIDTH / 2, GALLERY_WIDTH / 2 - GALLERY_BORDER)
    y = randint(GALLERY_HEIGHT / 2 - 175, GALLERY_HEIGHT / 2 - 25)  # define these!
    enemy.setposition(x, y)
    enemy.showturtle()

    enemies.append(enemy)

# create the player's spunk shots
bullet = Turtle('triangle', visible=False)
bullet.speed('fastest')
bullet.shapesize(0.5)
bullet.color('white')
bullet.penup()
bullet.setheading(90)

# define bullet state
# ready - ready to fire
# fire - bullet is firing
bulletstate = 'ready'

screen.onkey(move_left, 'Left')
screen.onkey(move_right, 'Right')
screen.onkey(fire_bullet, 'space')

screen.listen()

move()

screen.mainloop()
我猜到了丢失的碎片。看看这对你有何影响。