在python Tkinter中是否有可能知道特定时间点的线的坐标
Is it possible to know the coordinates of a line at a specific point in time in python Tkinter
这是我制作的游戏我希望生成的圆圈在不实际触及线的情况下移动,圆圈在没有按键时向右和向下移动,并且应该在按下空格键,当它与线(我为 hitreg 制作的逻辑)发生碰撞时,它将以全新的线和起始位置的圆圈重新开始。当它从一端移动到另一端时,它将以一条具有更多分区的新线重新开始,因此随着您在关卡中前进,游戏会变得困难。我现在遇到的唯一问题是,如果不立即退出代码,我将无法正确启动游戏,我认为原因可能是我计算的坐标不够准确,有时圆会越过线并且仍然没有发生碰撞。
游戏代码
from tkinter import *
from random import randint as rand
import keyboard, math
window = Tk()
window.geometry("1440x720")
canvas = Canvas(window, width=1440, height=720,
bg="white")
l1, l2, l3 = [], [], []
x = 1
b = canvas.create_oval(0, 300, 10, 300 + 60)
c = b
def genLine():
global x
f = 0
z = 360
y = 1440 / x
while x != 0:
ran = rand(300, 420)
u = canvas.create_line(f, z, y, ran)
r = canvas.coords(u)
l1.append(r)
f = y
x -= 1
y += y
z = ran
def hitReg():
global l2, l3
for i in l1:
grad = ((i[3] - i[1]) / (i[2] - i[0]))
l2.append(grad)
for i in l2:
for f in l1:
x = 0
length = f[2] - f[0]
while x != length:
point = x * i + f[1]
l3.append(math.ceil( point))
x += 0.25
def move_b():
global l3, x
canvas.move(c, 1, 1)
y = canvas.coords(c)
if keyboard.is_pressed('space'):
canvas.move(b, 1, -5)
elif y[1] in l3 or y[3] in l3:
exit()
elif y[2] >= 1440:
x += 1
genLine()
hitReg()
move_b()
else:
pass
window.after(10, move_b)
genLine()
hitReg()
move_b()
canvas.pack()
window.mainloop()
主要问题是
elif y[1] in l3 or y[3] in l3:
因为 l3
具有在线的所有 y
值,它会将 y[1]
和 y[3]
与所有 y
值进行比较,但它应该只进行比较最近的 - 与 x
相同的点作为 oval
.
的中心
我正在考虑使用 canvas.find_overlapping()
或 canvas.find_closest()
但它需要为线上的每个生命点创建小 rectange
或小 oval
。
最后,我每 1px
而不是 0.25px
创建生命值,这样我就可以将它们放在列表中并轻松获得
point_y = points[ int(oval_center_x) ]
稍后检查 oval_y1 < point_y < oval_y2
。
我也用 window.bind("<space>", function)
移动 oval
所以我不需要额外的模块 keyboard
。此外,我在 Linux 上使用 Linux 和 keyboard
需要 admin
特权。
我还更改了变量和函数的名称,使它们更具可读性。
至于 exit()
我创建了函数 reset()
设置 level
,删除所有行 canvas.delete(*lines)
,将 oval
移动到开始 canvas.moveto(oval, 0, 330)
,并生成新行(使用值 level
)并生成 hit points
。使用 reset(level+1)
我可以生成下一关,使用 reset(1)
我可以回到第一关。
import tkinter as tk # PEP8: `import *` is not preferred
from random import randint # PEP8: every module in separted line
# --- functions --- # PEP8: all functions directly after imports
# PEP8: `lower_case_names` for functions and variables
def generate_lines(level):
regions = []
lines = []
x1 = 0
y1 = 360
step = 1440 / level
x2 = step
for i in range(level):
y2 = randint(300, 420) # 360-60, 360+60
region = (x1, y1, x2, y2)
regions.append(region)
line = canvas.create_line(x1, y1, x2, y2)
lines.append(line)
x1 = x2
y1 = y2
x2 += step
return lines, regions
def generate_hit_points(regions):
points = []
for x1,y1,x2,y2 in regions:
steps = int(x2 - x1)
dy = (y2 - y1) / steps
y = y1
for _ in range(steps): # cant use `range(y1, y2, dy)` because `dy` is `float`, not `int`
points.append(y) # I don't need `x`
y += dy
return points
def move_oval():
canvas.move(oval, 1, 1)
x1, y1, x2, y2 = canvas.coords(oval)
oval_center_x = int(x1+10)
point_y = points[oval_center_x]
#print(y1, '<', int(point_y), '<', y2, '?')
#if y1 >= point_y or point_y >= y2: # less readable
if not (y1 < point_y < y2): # more readable
print('end')
reset(1)
elif x2 >= 1440:
print('next level')
reset(level+1)
window.after(25, move_oval)
def on_press_space(event):
canvas.move(oval, 0, -15)
def reset(new_level):
# all globals moved to one function
global lines
global points
global level
level = new_level
canvas.delete(*lines) # remove all lines
canvas.moveto(oval, 0, 330) # move oval to the beginning
lines, regions = generate_lines(level)
points = generate_hit_points(regions)
# --- main ---
lines = [] # PEP8: every variable in separted line
points = [] # PEP8: every variable in separted line
level = 1
window = tk.Tk()
window.geometry("1440x720")
canvas = tk.Canvas(window, width=1440, height=720, bg="white")
canvas.pack()
oval = canvas.create_oval(0, 360-30, 10, 360+30)
window.bind('<space>', on_press_space)
window.bind('q', lambda event:window.destroy())
reset(1)
# start moving
move_oval()
window.mainloop()
这是我制作的游戏我希望生成的圆圈在不实际触及线的情况下移动,圆圈在没有按键时向右和向下移动,并且应该在按下空格键,当它与线(我为 hitreg 制作的逻辑)发生碰撞时,它将以全新的线和起始位置的圆圈重新开始。当它从一端移动到另一端时,它将以一条具有更多分区的新线重新开始,因此随着您在关卡中前进,游戏会变得困难。我现在遇到的唯一问题是,如果不立即退出代码,我将无法正确启动游戏,我认为原因可能是我计算的坐标不够准确,有时圆会越过线并且仍然没有发生碰撞。
游戏代码
from tkinter import *
from random import randint as rand
import keyboard, math
window = Tk()
window.geometry("1440x720")
canvas = Canvas(window, width=1440, height=720,
bg="white")
l1, l2, l3 = [], [], []
x = 1
b = canvas.create_oval(0, 300, 10, 300 + 60)
c = b
def genLine():
global x
f = 0
z = 360
y = 1440 / x
while x != 0:
ran = rand(300, 420)
u = canvas.create_line(f, z, y, ran)
r = canvas.coords(u)
l1.append(r)
f = y
x -= 1
y += y
z = ran
def hitReg():
global l2, l3
for i in l1:
grad = ((i[3] - i[1]) / (i[2] - i[0]))
l2.append(grad)
for i in l2:
for f in l1:
x = 0
length = f[2] - f[0]
while x != length:
point = x * i + f[1]
l3.append(math.ceil( point))
x += 0.25
def move_b():
global l3, x
canvas.move(c, 1, 1)
y = canvas.coords(c)
if keyboard.is_pressed('space'):
canvas.move(b, 1, -5)
elif y[1] in l3 or y[3] in l3:
exit()
elif y[2] >= 1440:
x += 1
genLine()
hitReg()
move_b()
else:
pass
window.after(10, move_b)
genLine()
hitReg()
move_b()
canvas.pack()
window.mainloop()
主要问题是
elif y[1] in l3 or y[3] in l3:
因为 l3
具有在线的所有 y
值,它会将 y[1]
和 y[3]
与所有 y
值进行比较,但它应该只进行比较最近的 - 与 x
相同的点作为 oval
.
我正在考虑使用 canvas.find_overlapping()
或 canvas.find_closest()
但它需要为线上的每个生命点创建小 rectange
或小 oval
。
最后,我每 1px
而不是 0.25px
创建生命值,这样我就可以将它们放在列表中并轻松获得
point_y = points[ int(oval_center_x) ]
稍后检查 oval_y1 < point_y < oval_y2
。
我也用 window.bind("<space>", function)
移动 oval
所以我不需要额外的模块 keyboard
。此外,我在 Linux 上使用 Linux 和 keyboard
需要 admin
特权。
我还更改了变量和函数的名称,使它们更具可读性。
至于 exit()
我创建了函数 reset()
设置 level
,删除所有行 canvas.delete(*lines)
,将 oval
移动到开始 canvas.moveto(oval, 0, 330)
,并生成新行(使用值 level
)并生成 hit points
。使用 reset(level+1)
我可以生成下一关,使用 reset(1)
我可以回到第一关。
import tkinter as tk # PEP8: `import *` is not preferred
from random import randint # PEP8: every module in separted line
# --- functions --- # PEP8: all functions directly after imports
# PEP8: `lower_case_names` for functions and variables
def generate_lines(level):
regions = []
lines = []
x1 = 0
y1 = 360
step = 1440 / level
x2 = step
for i in range(level):
y2 = randint(300, 420) # 360-60, 360+60
region = (x1, y1, x2, y2)
regions.append(region)
line = canvas.create_line(x1, y1, x2, y2)
lines.append(line)
x1 = x2
y1 = y2
x2 += step
return lines, regions
def generate_hit_points(regions):
points = []
for x1,y1,x2,y2 in regions:
steps = int(x2 - x1)
dy = (y2 - y1) / steps
y = y1
for _ in range(steps): # cant use `range(y1, y2, dy)` because `dy` is `float`, not `int`
points.append(y) # I don't need `x`
y += dy
return points
def move_oval():
canvas.move(oval, 1, 1)
x1, y1, x2, y2 = canvas.coords(oval)
oval_center_x = int(x1+10)
point_y = points[oval_center_x]
#print(y1, '<', int(point_y), '<', y2, '?')
#if y1 >= point_y or point_y >= y2: # less readable
if not (y1 < point_y < y2): # more readable
print('end')
reset(1)
elif x2 >= 1440:
print('next level')
reset(level+1)
window.after(25, move_oval)
def on_press_space(event):
canvas.move(oval, 0, -15)
def reset(new_level):
# all globals moved to one function
global lines
global points
global level
level = new_level
canvas.delete(*lines) # remove all lines
canvas.moveto(oval, 0, 330) # move oval to the beginning
lines, regions = generate_lines(level)
points = generate_hit_points(regions)
# --- main ---
lines = [] # PEP8: every variable in separted line
points = [] # PEP8: every variable in separted line
level = 1
window = tk.Tk()
window.geometry("1440x720")
canvas = tk.Canvas(window, width=1440, height=720, bg="white")
canvas.pack()
oval = canvas.create_oval(0, 360-30, 10, 360+30)
window.bind('<space>', on_press_space)
window.bind('q', lambda event:window.destroy())
reset(1)
# start moving
move_oval()
window.mainloop()