Все еще воюю с физикой
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@@ -16,7 +16,9 @@ class MainView(arcade.View):
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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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self.physics_engine = arcade.PymunkPhysicsEngine(gravity=(0, 0),damping=0.01)
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self.physics_engine.add_sprite(self.player.get_sprite(), friction=0.5, mass=1.0)
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#self.physics_engine.add_sprite_list(Map.block_list, friction=0.5, collision_type="wall")
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def on_draw(self):
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self.clear()
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@@ -26,7 +28,7 @@ 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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self.physics_engine.step()
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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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@@ -37,7 +39,8 @@ class MainView(arcade.View):
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def on_key_press(self,key,mod):
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if key == arcade.key.A:
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self.last_key = key
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self.player.move(-1,0)
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#self.player.move(-1,0)
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self.player.move_engine(self.physics_engine,-1,0)
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elif key == arcade.key.D:
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self.last_key = key
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self.player.move(1,0)
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@@ -46,6 +46,13 @@ class Tank():
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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 get_sprite_list(self):
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sp = arcade.SpriteList()
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for sprite in self.sp_body:
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sp.append(sprite)
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for sprite in self.sp_gun:
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sp.append(sprite)
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return sp
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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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@@ -56,8 +63,11 @@ 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 = self.sp_body[0].change_x
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gun.change_y = self.sp_body[0].change_y
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gun.change_x = dx*self.speed
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gun.change_y = dy*self.speed
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def move_engine(self,engine,dx,dy):
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for sprite in self.sp_body:#,*self.sp_gun]:
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engine.apply_force(sprite,(dx*self.speed,dy*self.speed))
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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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