Все еще воюю с физикой

This commit is contained in:
2026-05-26 17:20:07 +03:00
parent 2b50846297
commit 5859d67376
2 changed files with 18 additions and 5 deletions
+6 -3
View File
@@ -16,7 +16,9 @@ class MainView(arcade.View):
self.map = Map(SCREEN_WIDTH,SCREEN_HEIGHT,64,64) self.map = Map(SCREEN_WIDTH,SCREEN_HEIGHT,64,64)
self.player = list(filter(lambda tank: tank.type=='player', Tank.ls))[0] self.player = list(filter(lambda tank: tank.type=='player', Tank.ls))[0]
self.physics_engine = arcade.PhysicsEngineSimple(self.player.get_sprite(),Map.block_list) self.physics_engine = arcade.PymunkPhysicsEngine(gravity=(0, 0),damping=0.01)
self.physics_engine.add_sprite(self.player.get_sprite(), friction=0.5, mass=1.0)
#self.physics_engine.add_sprite_list(Map.block_list, friction=0.5, collision_type="wall")
def on_draw(self): def on_draw(self):
self.clear() self.clear()
@@ -26,7 +28,7 @@ class MainView(arcade.View):
Bullet.draw() Bullet.draw()
def on_update(self,time_delta): def on_update(self,time_delta):
self.physics_engine.update() self.physics_engine.step()
Tank.update() Tank.update()
Bonus.update_list(time_delta) Bonus.update_list(time_delta)
Bullet.update_list() Bullet.update_list()
@@ -37,7 +39,8 @@ class MainView(arcade.View):
def on_key_press(self,key,mod): def on_key_press(self,key,mod):
if key == arcade.key.A: if key == arcade.key.A:
self.last_key = key self.last_key = key
self.player.move(-1,0) #self.player.move(-1,0)
self.player.move_engine(self.physics_engine,-1,0)
elif key == arcade.key.D: elif key == arcade.key.D:
self.last_key = key self.last_key = key
self.player.move(1,0) self.player.move(1,0)
+12 -2
View File
@@ -46,6 +46,13 @@ class Tank():
Tank.ls.append(self) Tank.ls.append(self)
def get_sprite(self): def get_sprite(self):
return self.sp_body[0] return self.sp_body[0]
def get_sprite_list(self):
sp = arcade.SpriteList()
for sprite in self.sp_body:
sp.append(sprite)
for sprite in self.sp_gun:
sp.append(sprite)
return sp
def gun_to_xy(self,x,y): def gun_to_xy(self,x,y):
for gun in self.sp_gun: for gun in self.sp_gun:
gun.angle = math.atan2(x-gun.center_x,y-gun.center_y) * 180 / math.pi gun.angle = math.atan2(x-gun.center_x,y-gun.center_y) * 180 / math.pi
@@ -56,8 +63,11 @@ class Tank():
if dx != 0 or dy != 0: if dx != 0 or dy != 0:
body.angle = math.atan2(dx,dy) * 180 / math.pi body.angle = math.atan2(dx,dy) * 180 / math.pi
for gun in self.sp_gun: for gun in self.sp_gun:
gun.change_x = self.sp_body[0].change_x gun.change_x = dx*self.speed
gun.change_y = self.sp_body[0].change_y gun.change_y = dy*self.speed
def move_engine(self,engine,dx,dy):
for sprite in self.sp_body:#,*self.sp_gun]:
engine.apply_force(sprite,(dx*self.speed,dy*self.speed))
def shoot(self): def shoot(self):
for gun in self.sp_gun: for gun in self.sp_gun:
Bullet( Bullet(