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我是一名 C 程序员,但想在 python 中对我的一些项目进行原型设计,到目前为止还可以,但我遇到了一个可能很简单的问题:当我在主模块一切正常,所以我认为我使用 self 或迭代有问题。

CBallSpawner:

 from CBullet import Bullet

 class BulletSpawner:

        def __init__(self, count, position, color, radius, speed):
            self.bull = []
            self.cnt = count
            self.speed = speed
            self.freeze = False
            self.acc = 0
            self.position = position

            self.createBullets(color, radius)

        def createBullets(self, color, radius):
            for i in range(1, self.cnt + 1):
                self.bull.append(Bullet(radius, 0, color, i*(360.0/self.cnt), self.speed, self.position))

        def speedUp(self, delta):
            self.acc += delta
            if self.acc > 1000 and not self.freeze:
                self.speed += 0.1
                for b in self.bull:
                    b.speed = self.speed
                self.acc = 0

        def tick(self, delta, w, h, window):
            self.speedUp(delta)
            for e in self.bull:
                e.tick(delta, w, h)

        def draw(self, window):
            for c in self.bull:
                window.draw(c.bullet_object)

对象已创建,但仍停留在其初始位置。当我调试公牛对象的位置时,它没有改变。如果 delta 足够高,子弹似乎会随机移动。

我主要打电话给

spawner = BulletSpawner(10, sf.Vector2(w/2, h/2), sf.Color.WHITE, 5, 0.16)
spawner.tick(delta, w, h, window)
spawner.draw(window)

Bullet 类和完全相同的迭代在主模块中运行良好,但由于我将其外包给 BulletSpawner 类,子弹将不再正常移动。感谢建议 E:Bullet 的重要部分,它们可以完美地独立运行

class Bullet:

    def __init__(self, radius, outline, color, phi, speed, position):
        self.phi = 0
        self.speed = speed
        self.bullet_object = sf.CircleShape()
        self.position = sf.Vector2()
        self.bounding_pos = sf.Vector2()
        self.motion = sf.Vector2()
        self.bounding = sf.Rectangle()

        self.bullet_object.outline_thickness = outline
        self.bullet_object.fill_color = color
        self.bullet_object.origin = (radius, radius)
        self.bullet_object.radius = radius

        self.bounding.size = sf.Vector2(radius*2,radius*2)
        self.bounding.position = self.position - (self.bounding.size/2)

        self.position = position
        self.phi = phi

        self.calulateMotion()

    def calulateMotion(self):
        self.motion.x = math.cos(self.phi * (math.pi / 180))
        self.motion.y = math.sin(self.phi * (math.pi / 180))

    def tick(self, delta, w, h):
        tmp = sf.Vector2(0, 0)
        tmp.x = self.position.x + (self.motion.x * (self.speed * delta))
        tmp.y = self.position.y + (self.motion.y * (self.speed * delta))

        if tmp.x < 0 or tmp.x > w:
            self.motion.x = -self.motion.x
            self.bullet_object.fill_color = sf.Color(random.randint(0,255),random.randint(0,255),random.randint(0,255))

        if tmp.y < 0 or tmp.y > h:
            self.motion.y = -self.motion.y
            self.bullet_object.fill_color = sf.Color(random.randint(0,255),random.randint(0,255),random.randint(0,255))

        self.position.x += self.motion.x * (self.speed * delta)
        self.position.y += self.motion.y * (self.speed * delta)

        self.bullet_object.position = self.position
        self.bounding.position = self.position - (self.bounding.size/2)

编辑:如果我只用 1 个 Bullet 创建一个生成器对象,那就够有趣了:

spawner = BulletSpawner(1, sf.Vector2(w/2, h/2), sf.Color.WHITE, 5, 0.16)

子弹正确移动

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