fix: movement

This commit is contained in:
Павел Терехов 2025-05-08 01:29:18 +03:00
parent c7c5b6429b
commit f99fe6e27c
2 changed files with 56 additions and 36 deletions

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main.py
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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
@ -60,40 +70,50 @@ 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 move(self, vector):
l = len(self.body)-1
i = l
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):
i = len(self.body)-1
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
i -= 1
self.body[i].type = self.body[i-1].type
# 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
self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y
@ -102,14 +122,14 @@ class SNAKE():
self.body[1].type = "body-rotate" self.body[1].type = "body-rotate"
self.body[1].rotate = self.calculate_rot(self.body[0].rotate, self.body[1].rotate) self.body[1].rotate = self.calculate_rot(self.body[0].rotate, self.body[1].rotate)
else: else:
self.body[1].type = "body" self.body[1].type = "body"
self.body[len(self.body)-1 ].type = "tail"
self.body[l].type = "tail" self.body[len(self.body)-1 ].rotate = self.calc_tail_rotate()
# 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():
def __init__(self, level_data_json = []): def __init__(self, level_data_json = []):
if level_data_json: if level_data_json:
@ -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