fix: movement
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							| @ -22,6 +22,7 @@ class body(): | |||||||
|      |      | ||||||
| class SNAKE(): | class SNAKE(): | ||||||
|     def __init__(self, star_point_x, star_point_y, start_rotate = 0): |     def __init__(self, star_point_x, star_point_y, start_rotate = 0): | ||||||
|  |         self.tail_rot = 0 | ||||||
|         self.body = [ |         self.body = [ | ||||||
|             body(star_point_x, star_point_y, start_rotate, "head"), |             body(star_point_x, star_point_y, start_rotate, "head"), | ||||||
|             body(star_point_x - 1, star_point_y, start_rotate, "tail") |             body(star_point_x - 1, star_point_y, start_rotate, "tail") | ||||||
| @ -32,18 +33,27 @@ class SNAKE(): | |||||||
|             if body.x == x and body.y == y: |             if body.x == x and body.y == y: | ||||||
|                 cont = 1 |                 cont = 1 | ||||||
|         return cont |         return cont | ||||||
|     def add_dody(self): |     def add_body(self): | ||||||
|         self.body[len(self.body)-1].type = "body" |          | ||||||
|         last_body = self.body[len(self.body)-1] |         last_body = self.body[len(self.body)-1] | ||||||
| 
 | 
 | ||||||
|         new_body = body(0,0, last_body.rotate, "tail") |         new_body = body(last_body.x,last_body.y, self.tail_rot, "tail") | ||||||
|         v_x = int(math.cos(math.radians(last_body.rotate))) |         v_x = int(math.cos(math.radians(self.tail_rot))) | ||||||
|         v_y = int(math.sin(math.radians(last_body.rotate))) |         v_y = int(math.sin(math.radians(self.tail_rot))) | ||||||
| 
 | 
 | ||||||
|         new_body.x = -v_x + last_body.x |         new_body.x = last_body.x -v_x | ||||||
|         new_body.y = -v_y + last_body.y |         new_body.y = last_body.y -v_y | ||||||
|  | 
 | ||||||
|  |         l = len(self.body)-1 | ||||||
|  | 
 | ||||||
|  |         if self.body[l].rotate != self.tail_rot: | ||||||
|  |             self.body[l].type = "body-rotate"  | ||||||
|  |             self.body[l].rotate = self.calculate_rot(self.body[l].rotate, self.tail_rot) | ||||||
|  |         else: | ||||||
|  |             self.body[l].type = "body" | ||||||
| 
 | 
 | ||||||
|         self.body.append(new_body) |         self.body.append(new_body) | ||||||
|  |          | ||||||
|     def calculate_rot(self, degr1, degr2): |     def calculate_rot(self, degr1, degr2): | ||||||
|         # deg1 - угол ближайшей к голове части |         # deg1 - угол ближайшей к голове части | ||||||
|         # deg2 - угол дальней от голове части  |         # deg2 - угол дальней от голове части  | ||||||
| @ -60,39 +70,49 @@ class SNAKE(): | |||||||
|         return 90 |         return 90 | ||||||
|      |      | ||||||
|     def calculate_coeff(self, degr): |     def calculate_coeff(self, degr): | ||||||
|         return math.cos(math.radians(degr - 90)) + math.sin(math.radians(degr + 90)) |         return math.cos(math.radians(degr)) + math.sin(math.radians(degr)) | ||||||
|      |      | ||||||
|     def convert_rot_to_tail(self, deg0, deg2 ): |     def convert_rot_to_body(self, deg0, deg1 ): | ||||||
|         # deg1 - угол ближайшей к голове части |         # deg1 - угол ближайшей к голове части | ||||||
|         # deg0 - угол переходной части (он особый) |         # deg0 - угол переходной части (он особый) | ||||||
|         deg0 = deg0 % 360 |         deg0 = deg0 % 360 | ||||||
|         deg2 = deg2 % 360 |         deg1 = deg1 % 360 | ||||||
|         if (deg0 == 180 and deg2 == 270) or (deg0 == 270 and deg2 == 90): |         if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90): | ||||||
|             return 180 |             return 180 | ||||||
|         if (deg0 == 90 and deg2 == 270) or (deg0 == 0 and deg2 == 90): |         if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90): | ||||||
|             return 0 |             return 0 | ||||||
|         if ((deg0 == 90) and deg2 == 180) or (deg0 == 180 and deg2 == 0): |         if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0): | ||||||
|             return 90 |             return 90 | ||||||
|         if (deg0 == 0 and deg2 == 180) or (deg0 == 270 and deg2 == 0): |         if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0): | ||||||
|             return 270 |             return 270 | ||||||
|         return 0 |         return 0 | ||||||
|  |     # def convert_rot_to_tail(self, deg0, deg2): | ||||||
|  |          | ||||||
|  |      | ||||||
|  |     def calc_tail_rotate(self): | ||||||
|  |         tail = self.body[len(self.body)-1] | ||||||
|  |         pre_last = self.body[len(self.body)-2] | ||||||
|  | 
 | ||||||
|  |         grad = 0 | ||||||
|  |         pos_x = tail.x | ||||||
|  |         pos_y = tail.y | ||||||
|  | 
 | ||||||
|  |         while not((pre_last.x == pos_x) and (pre_last.y == pos_y)): | ||||||
|  |             pos_x = tail.x + int(math.cos(math.radians(grad))) | ||||||
|  |             pos_y = tail.y + int(math.sin(math.radians(grad))) | ||||||
|  |             grad += 90 | ||||||
|  |         return grad - 90 | ||||||
|      |      | ||||||
|     def move(self, vector): |     def move(self, vector): | ||||||
|         l = len(self.body)-1 |         i = len(self.body)-1  | ||||||
|         i = l |         self.tail_rot = self.body[len(self.body)-1 ].rotate | ||||||
| 
 | 
 | ||||||
|         while i > 0: |         while i > 0: | ||||||
|             self.body[i].x = self.body[i-1].x |             self.body[i].x = self.body[i-1].x | ||||||
|             self.body[i].y = self.body[i-1].y |             self.body[i].y = self.body[i-1].y | ||||||
|             self.body[i].rotate = self.body[i-1].rotate if self.body[i-1] != "body-rotate" else self.convert_rot_to_tail(self.body[i-1].rotate, self.body[i].rotate) |             self.body[i].rotate = self.body[i-1].rotate | ||||||
| 
 |  | ||||||
|             self.body[i].type = self.body[i-1].type |             self.body[i].type = self.body[i-1].type | ||||||
|              |             i -= 1 | ||||||
|             # elif (self.body[i].type == "tail") and self.body[i-1].type == "body-rotate": |  | ||||||
|             #     self.body[l].rotate = self.convert_rot_to_tail(self.body[l-1].rotate, self.body[l].rotate) |  | ||||||
|                  |  | ||||||
|             i = i - 1 |  | ||||||
| 
 |  | ||||||
| 
 | 
 | ||||||
|         self.body[0].rotate = vector * 90 |         self.body[0].rotate = vector * 90 | ||||||
|         self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x |         self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x | ||||||
| @ -104,10 +124,10 @@ class SNAKE(): | |||||||
|         else: |         else: | ||||||
|             self.body[1].type = "body" |             self.body[1].type = "body" | ||||||
| 
 | 
 | ||||||
|  |         self.body[len(self.body)-1 ].type = "tail" | ||||||
|  |         self.body[len(self.body)-1 ].rotate = self.calc_tail_rotate() | ||||||
|  | 
 | ||||||
|          |          | ||||||
|         self.body[l].type = "tail" |  | ||||||
|         # self.body[l].rotate = lf.body[l-1].type == "body-rotate" else self.body[l-1].rotate |  | ||||||
|         # print(f"Move {vector}") |  | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Level_data(): | class Level_data(): | ||||||
| @ -176,8 +196,8 @@ class MYGAME(arcade.Window): | |||||||
|         # Загрузка пола |         # Загрузка пола | ||||||
|         for floor in self.Lvl_data.floor: |         for floor in self.Lvl_data.floor: | ||||||
|             floor_sprite = arcade.Sprite(floor["sprite"], self.scale_) |             floor_sprite = arcade.Sprite(floor["sprite"], self.scale_) | ||||||
|             floor_sprite.center_x = self.level_start[0] - 16 + ( floor["x"] + 1 ) * 32 * self.scale_ |             floor_sprite.center_x = self.level_start[0] - 16  + ( floor["x"] + 1 ) * 32 * self.scale_ | ||||||
|             floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] + 1 ) * 32 * self.scale_ |             floor_sprite.center_y = self.level_start[1] - 16  + ( floor["y"] + 1 ) * 32 * self.scale_ | ||||||
|             self.floor_list.append(floor_sprite) |             self.floor_list.append(floor_sprite) | ||||||
|          |          | ||||||
|         # Загрузка врагов |         # Загрузка врагов | ||||||
| @ -221,7 +241,7 @@ class MYGAME(arcade.Window): | |||||||
|                 self.food_list[i].kill() |                 self.food_list[i].kill() | ||||||
|                 self.food.pop(i) |                 self.food.pop(i) | ||||||
|                 self.score += 1 |                 self.score += 1 | ||||||
|                 self.snake.add_dody() |                 self.snake.add_body() | ||||||
|                 self.player_list.append(arcade.Sprite()) |                 self.player_list.append(arcade.Sprite()) | ||||||
|             i += 1 |             i += 1 | ||||||
|         # Enemy_spawn |         # Enemy_spawn | ||||||
|  | |||||||
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