我有一个程序,用户可以控制一个块并通过管道导航,类似于游戏中的小鸟。我想知道 tkinter 是否有办法告诉我一个矩形是否接触或撞击另一个矩形。我知道画布有一个 find_overlapping 方法,但是当我在管道的矩形上使用 find_overlapping 时,它给了我管道的 ID!我想知道画布项目是否有办法知道另一个画布项目是否正在触摸它!
谢谢
这是我的代码:
from Tkinter import *
from random import *
root=Tk()
c=Canvas(root,width=600,height=600)
speed=20
num=1
first=True
b=0
pipes=[]
done=False
class Pipe():
def __init__(self,canvas,pipes,length,width=75,color="Green",position=600,speed=5):
self.speed=speed
self.canvas=canvas
self.length=length
self.width=width
self.color=color
self.position=position
self.current1=self.canvas.create_rectangle((self.position,0,self.position+self.width,self.length),outline=self.color,fill=self.color)
self.current2=self.canvas.create_rectangle((self.position,600,self.position+self.width,self.length+150),outline=self.color,fill=self.color)
self.pipes=pipes
self.pipes.append(self.current1)
self.pipes.append(self.current2)
def move(self):
global done
if (len(self.canvas.find_overlapping(self.position,0,self.position+self.width,self.length))==1 and len(self.canvas.find_overlapping(self.position,600,self.position+self.width,self.length+150))==1) and not done:
self.position-=3
self.canvas.coords(self.current1,(self.position,0,self.position+self.width,self.length))
self.canvas.coords(self.current2,(self.position,600,self.position+self.width,self.length+150))
if self.position>-75:
self.canvas.after(self.speed,self.move)
else:
self.pipes.remove(self.current1)
self.pipes.remove(self.current2)
self.canvas.delete(self.current1)
self.canvas.delete(self.current2)
else:
print self.canvas.find_overlapping(self.position,0,self.position+self.width,self.length)
print
print self.canvas.find_overlapping(self.position,600,self.position+self.width,self.length+150)
done=True
class Player():
def __init__(self,canvas,x=150,y=300,size=40):
self.size=size
self.faller=True
self.x=x
self.y=y
self.fell=5
self.canvas=canvas
#For now
self.current=self.canvas.create_rectangle((self.x-20,self.y-20,self.x+20,self.y+20),tags="user",outline="Blue",fill="Blue")
self.canvas.after(100,self.fall)
self.canvas.bind("<1>",self.jump)
def fall(self):
global done
if self.faller and not done:
self.y+=self.fell
self.fell*=1.001
self.canvas.coords(self.current,(self.x-20,self.y-20,self.x+20,self.y+20))
self.canvas.after(30,self.fall)
elif done:
a=600-self.y+20
a/=50
while self.y<580:
self.y+=a
self.canvas.coords(self.current,(self.x-20,self.y-20,self.x+20,self.y+20))
def jump(self,e):
if not done:
self.faller=False
for x in range(10):
self.canvas.after(100,self.move)
self.faller=True
self.fell=5
def move(self):
self.y-=7.5
self.canvas.coords(self.current,(self.x-20,self.y-20,self.x+20,self.y+20))
def changey(self,a):
self.y=a
def run():
global b,first,done
if not done:
if first:
b=randint(5,450)
first=False
else:
if b<225:
b=randint(5,b+225)
if b>225:
b=randint(b-225,450)
else:
b=randint(0,600)
a=Pipe(c,pipes,b)
a.move()
c.after(2000,run)
else:
return
root.focus_set()
user=Player(c)
c.after(2000,run)
c.pack()
root.mainloop()