Делаю физический движок
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@@ -3,14 +3,16 @@ import math
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class Bullet(arcade.Sprite):
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ls = arcade.SpriteList()
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def __init__(self,x,y,a,shift=0):
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def __init__(self,x,y,a,shift=0,power=0,owner=None):
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super().__init__(
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'./assets/laserBlue01.png',
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scale=0.7)
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scale=power/30)
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self.angle = a
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self.center_x = x + math.sin(self.angle * math.pi / 180) * shift
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self.center_y = y + math.cos(self.angle * math.pi / 180) * shift
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self.speed = 10
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self.power = power
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self.owner = owner
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Bullet.ls.append(self)
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def destroy(self):
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Bullet.ls.remove(self)
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@@ -12,8 +12,11 @@ class MainView(arcade.View):
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def __init__(self):
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super().__init__()
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self.background_color = (100,100,200)
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self.block_list = arcade.SpriteList()
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self.map = Map(SCREEN_WIDTH,SCREEN_HEIGHT,64,64)
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self.player = list(filter(lambda tank: tank.type=='player', Tank.ls))[0]
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self.physics_engine = arcade.PhysicsEngineSimple(self.player.get_sprite(),Map.block_list)
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def on_draw(self):
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self.clear()
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@@ -23,6 +26,7 @@ class MainView(arcade.View):
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Bullet.draw()
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def on_update(self,time_delta):
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self.physics_engine.update()
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Tank.update()
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Bonus.update_list(time_delta)
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Bullet.update_list()
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@@ -6,6 +6,7 @@ from random import randint
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class Map():
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ground_tiles = arcade.SpriteList()
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object_tiles = arcade.SpriteList()
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block_list = arcade.SpriteList()
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def __init__(self,width,height,tw,th):
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self.height = height
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self.width = width
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@@ -27,9 +28,9 @@ class Map():
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' e e ',
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' s ',
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' ',
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' p ',
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' s p ',
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' ',
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' e ',
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' e s ',
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' ',
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' s e ',
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]
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@@ -59,10 +60,11 @@ class Map():
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self.height - (self.tileh//2 + i * self.tileh),
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'player')
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elif self.objects[i][j] == 'e':
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Tank(
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tank = Tank(
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self.tilew//2 + j * self.tilew,
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self.height - (self.tileh//2 + i * self.tileh)
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)
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Map.block_list.append(tank.get_sprite())
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elif self.objects[i][j] == 's':
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Bonus(
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self.tilew//2 + j * self.tilew,
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@@ -5,16 +5,17 @@ from bonus import Bonus
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class Tank():
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ls = list()
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def __init__(self,x,y,type='enemy'):
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def __init__(self,x,y,type='enemy',max_health=100,speed = 5):
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self.sp_body = arcade.SpriteList()
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self.sp_gun = arcade.SpriteList()
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self.type = type
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self.x = x
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self.y = y
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self.gun_angle = 0
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self.speed = 5
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self.health = 100
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self.max_health = 100
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self.speed = speed
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self.max_health = max_health
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self.health = self.max_health
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self.power = 10
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if type == 'player':
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body = arcade.Sprite(
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'./assets/tankBody_blue.png',
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@@ -43,6 +44,8 @@ class Tank():
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self.sp_gun.append(gun)
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Tank.ls.append(self)
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def get_sprite(self):
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return self.sp_body[0]
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def gun_to_xy(self,x,y):
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for gun in self.sp_gun:
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gun.angle = math.atan2(x-gun.center_x,y-gun.center_y) * 180 / math.pi
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@@ -53,15 +56,17 @@ class Tank():
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if dx != 0 or dy != 0:
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body.angle = math.atan2(dx,dy) * 180 / math.pi
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for gun in self.sp_gun:
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gun.change_x = dx*self.speed
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gun.change_y = dy*self.speed
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gun.change_x = self.sp_body[0].change_x
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gun.change_y = self.sp_body[0].change_y
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def shoot(self):
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for gun in self.sp_gun:
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Bullet(
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gun.center_x,
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gun.center_y,
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gun.angle,
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shift = 50
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shift = 20+self.power*0.6,
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power = self.power,
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owner=self
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)
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def destroy(self):
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Tank.ls.remove(self)
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@@ -77,17 +82,17 @@ class Tank():
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for bonus in colls:
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if bonus.type == 'star':
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for gun in tank.sp_gun:
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if gun.cur > len(gun.textures):
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gun.cur = 0
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gun.set_texture(gun.cur)
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else:
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if gun.cur < len(gun.textures)-1:
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gun.cur += 1
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gun.set_texture(gun.cur)
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tank.power *= 2
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bonus.destroy()
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#Столкновения с пулями
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colls = Bullet.get_colls(tank.sp_body[0])
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for bullet in colls:
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tank.health -= 10
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if tank == bullet.owner:
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continue
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tank.health -= bullet.power
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bullet.destroy()
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if tank.health <= 0:
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tank.destroy()
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