我正在尝试制作一个弹跳球模拟器。我希望获得一些帮助,以使这些球在碰触时彼此弹跳,就像它们在触碰球时朝另一个方向弹跳一样。
我尝试这样做:
def is_collided_with(a):
for ball in balls:
if abs(a.xcor() - ball.xcor()) < 3 and abs(a.ycor() - ball.ycor()) < 3:
a.dx *= -1
ball.dx *= -1
a.dy *= -1
ball.dy *= -1
while True:
... other code
[is_collided_with(ball) for ball in balls]
但是这些球似乎并没有相互反弹。你能帮我吗?
代码:
import turtle
import random
import time
wn = turtle.Screen()
wn.bgcolor("black")
wn.tracer(0)
balls = []
numOfBalls = len(balls)
for _ in range(10):
balls.append(turtle.Turtle())
colors = ["yellow", "gold", "orange", "red", "maroon", "violet", "magenta", "purple", "navy", "blue", "skyblue", "cyan", "turquoise", "lightgreen", "green", "darkgreen", "chocolate", "brown", "black", "gray", "white"]
for ball in balls:
ball.shape("circle")
ball.color(random.choice(colors))
ball.penup()
ball.speed(0)
x = random.randint(-290, 290)
y = random.randint(200, 400)
ball.goto(x, y)
ball.dy = 0
ball.dx = random.randint(-3, 3)
gravity = 0.1
def addBall():
balls.append(turtle.Turtle())
balls[-1].shape("circle")
balls[-1].color(random.choice(colors))
balls[-1].penup()
balls[-1].speed(0)
x = random.randint(-290, 290)
y = random.randint(200, 400)
balls[-1].goto(x, y)
balls[-1].dy = 0
balls[-1].dx = random.randint(-3, 3)
def removeBall():
balls[-1].reset()
balls.pop()
def reload():
for ball in balls:
ball.shape("circle")
ball.color(random.choice(colors))
ball.penup()
ball.speed(0)
x = random.randint(-290, 290)
y = random.randint(200, 400)
ball.goto(x, y)
ball.dy = 0
ball.dx = random.randint(-3, 3)
_tick2_frame = 0
_tick2_fps = 20000000
_tick2_t0 = time.time()
def tick(fps=60):
global _tick2_frame,_tick2_fps,_tick2_t0
n = _tick2_fps/fps
_tick2_frame += n
while n>0: n-=1
if time.time()-_tick2_t0>1:
_tick2_t0 = time.time()
_tick2_fps = _tick2_frame
_tick2_frame=0
def is_collided_with(a):
for ball in balls:
if abs(a.xcor() - ball.xcor()) < 3 and abs(a.ycor() - ball.ycor()) < 3:
a.dx *= -1
ball.dx *= -1
a.dy *= -1
ball.dy *= -1
turtle.onkey(addBall, "a")
turtle.onkey(removeBall, "p")
turtle.onkey(reload, "r")
turtle.onkey(turtle.bye, "q")
turtle.listen()
while True:
wn.update()
numOfBalls = len(balls)
if numOfBalls > 1:
wn.title(str(numOfBalls) + ' Bouncing Balls')
elif numOfBalls == 1:
wn.title(str(numOfBalls) + ' Bouncing Ball')
elif numOfBalls == 0:
wn.title(str(numOfBalls) + ' Bouncing Balls')
else:
wn.title('NaN Bouncing Balls')
for ball in balls:
ball.dy -= gravity
ball.sety(ball.ycor() + ball.dy)
ball.setx(ball.xcor() + ball.dx)
if ball.xcor() > 450 or ball.xcor() < -450:
ball.dx *= -1
if ball.ycor() < -300:
ball.sety(-300)
ball.dy *= -1
[is_collided_with(ball) for ball in balls]
tick(60)
turtle.listen()
turtle.mainloop()
答案 0 :(得分:0)
我相信这是问题所在
[is_collided_with(ball) for ball in balls]
def is_collided_with(a):
for ball in balls:
if abs(a.xcor() - ball.xcor()) < 3 and abs(a.ycor() - ball.ycor()) < 3:
a.dx *= -1
ball.dx *= -1
a.dy *= -1
ball.dy *= -1
您要检查每个球与另一个球的相对位置。然后,如果dx
和dy
相撞,则只乘以-1。但是,如果A与B发生碰撞,那么B与A发生碰撞,因此您的逻辑会两次生效,从而有效地消除自身!而且您不必检查A和B是否是同一球,这总是碰撞!
以下是我对您的代码的重做和简化。它并不完美,但我相信您会获得更多想要的击球和弹跳效果:
from turtle import Screen, Turtle
from random import choice, randint
BALL_DIAMETER = 40
WIDTH, HEIGHT = 600, 600
COLORS = ['yellow', 'gold', 'orange', 'red', 'maroon', 'violet', 'magenta', 'purple', 'navy', 'blue', 'skyblue', 'cyan', 'turquoise', 'lightgreen', 'green', 'darkgreen', 'chocolate', 'brown', 'gray', 'white']
INITIAL_BALLS = 8
GRAVITY = 0.1
CURSOR_SIZE = 20
def addBall():
ball = Turtle('circle')
ball.shapesize(BALL_DIAMETER / CURSOR_SIZE)
ball.color(choice(COLORS))
ball.penup()
ball.speed('fastest')
x, y = randint(BALL_DIAMETER - WIDTH/2, WIDTH/2 - BALL_DIAMETER), randint(BALL_DIAMETER - HEIGHT/2, HEIGHT/2 - BALL_DIAMETER)
ball.goto(x, y)
ball.dy = 0
ball.dx = randint(-3, 3)
balls.append(ball)
numOfBalls = len(balls)
if numOfBalls == 1:
screen.title(str(numOfBalls) + " Bouncing Ball")
else:
screen.title(str(numOfBalls) + " Bouncing Balls")
def removeBall():
balls.pop().hideturtle()
numOfBalls = len(balls)
if numOfBalls == 0 or numOfBalls > 1:
screen.title(str(numOfBalls) + " Bouncing Balls")
else:
screen.title(str(numOfBalls) + " Bouncing Ball")
def reload():
for ball in balls:
ball.color(choice(COLORS))
ball.penup()
x, y = randint(BALL_DIAMETER - WIDTH/2, WIDTH/2 - BALL_DIAMETER), randint(BALL_DIAMETER - HEIGHT/2, HEIGHT/2 - BALL_DIAMETER)
ball.goto(x, y)
ball.dy = 0
ball.dx = randint(-3, 3)
def is_collided_with(other):
for ball in balls:
if ball != other and ball.distance(other) < BALL_DIAMETER:
other.dx *= -1
ball.dx *= -1
other.dy *= -1
ball.dy *= -1
screen = Screen()
screen.setup(WIDTH, HEIGHT)
screen.bgcolor('black')
screen.tracer(False)
balls = []
for _ in range(INITIAL_BALLS):
addBall()
screen.onkey(addBall, 'a')
screen.onkey(removeBall, 'p')
screen.onkey(reload, 'r')
screen.onkey(screen.bye, 'q')
screen.listen()
def tick():
for ball in balls:
ball.dy -= GRAVITY
ball.sety(ball.ycor() + ball.dy)
ball.setx(ball.xcor() + ball.dx)
if ball.ycor() < -HEIGHT/2:
ball.sety(-HEIGHT/2)
ball.dy *= -1
if ball.xcor() > WIDTH/2 or ball.xcor() < -WIDTH/2:
ball.dx *= -1
is_collided_with(ball)
screen.update()
screen.ontimer(tick, 60)
tick()
screen.mainloop()
希望这将为您提供足够的工作环境,以使球彼此束缚的细节更加完美。