如何朝我的坦克面对的同一方向射击?
How to shoot in the same direction my tank is facing?
我想朝坦克面对的方向发射子弹。我使用加速度计来控制我的坦克的角度。我希望我的坦克在我倾斜我的设备时朝它所面对的方向射击。
使用我当前的脚本,它只能垂直拍摄。
为了重现这个问题,我无法将我的代码缩小到
from kivy.app import App
from kivy.uix.image import Image
from kivy.uix.widget import Widget
from kivy.properties import NumericProperty, ReferenceListProperty, ObjectProperty,ListProperty, BooleanProperty
from kivy.vector import Vector
from kivy.clock import Clock
import random
import math
from plyer import accelerometer
from kivy.lang import Builder
Builder.load_string("""
<Tank>:
canvas.before:
PushMatrix
Rotate:
angle: self.angle
origin: self.center
canvas.after:
PopMatrix
<Flame>:
canvas.before:
PushMatrix
Rotate:
angle: self.angle
origin: self.center
canvas.after:
PopMatrix
<AccelerometerGun>:
tank: tank
x_label: x_label
canvas:
Rectangle:
source: "wood.png"
#texture: root.bg_image.texture#source: "images/bg.png"
size: self.size#root.size[0]+200, root.size[1]
pos: self.pos#root.pos
Label:
id: x_label
text: "Tilt value "
center: self.parent.center
Tank:
id: tank
center: (root.width/2, 70) #self.parent.center
""")
class Flame(Image):
velocity_x = NumericProperty(0)
active = BooleanProperty(False)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
angle = NumericProperty(0)
def __init__(self, **kwargs):
super(Flame, self).__init__(**kwargs)
self.size_hint=(None, None)
self.source = "zn.zip"
self.anim_delay= 0.35
self.anim_loop = 1
rs = random.randint(70, 80)
self.size = (rs, rs)
self.bind(active=self.addV)
def addV(self, *args):
self.velocity_y += random.uniform(20.0, 25.0)
self.velocity_x += 0
def move(self, pa):
self.pos = Vector(*self.velocity) + self.pos
self.angle = random.randint(0, 360)
self.size = (self.size[0]+1, self.size[1]+1)
if (self.y > pa.top/1.6):
pa.removeThis(self)
self.velocity_y = 0
self.velocity_x = 0
class Tank(Image):
velocity_x = NumericProperty(0)
activated = BooleanProperty(False)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
angle = NumericProperty(180)
def __init__(self, **kwargs):
super(Tank, self).__init__(**kwargs)
self.source = 'bomb.png'
self.anim_delay = 0.05
def move(self, pa):
self.pos = Vector(*self.velocity) + self.pos
if (self.y < 0-self.size[0]):
self.velocity_y *= 0
if (self.x < 0):
self.velocity_x *= 0
if (self.right > pa.width):
self.velocity_x = 0
class AccelerometerGun(Widget):
tank = ObjectProperty(None)
angle = NumericProperty(180)
pr = NumericProperty(0.0)
flames = []
def start(self):
self.tank.center = (self.width/2, 70)
self.x_label.center = self.center
self.tank.velocity = 0, 0
accelerometer.enable()
def update(self, dt):
#self.tank.move(self)
if self.tank.activated:
val = accelerometer.acceleration[:3]
if not val == (None, None, None):
x, y, z = val[0], val[1], val[2]
self.x_label.text = " ".join(["X", ": " + str(x)])
self.change(x, y)
if len(self.flames) != 0:
for tank in self.flames:
if tank.active:
tank.move(self)
def change(self, vx, vy):
max = 2.99
min = -2.9
range = max - min
correctedStartValue = vx - min
percentage = (correctedStartValue * 180) / range
if percentage > 180:
percentage = 180
if percentage < 0:
percentage = 0
if vx == 0.0:
percentage = 90
self.tank.angle = percentage
self.addFlame()
self.x_label.text = " ".join(["X: ", str(int(vx)), "%: ", str(percentage), "Fps: ", str(int(Clock.get_fps()))])
self.tank.velocity_y = 0
self.tank.velocity_x = 0
#self.tank.move(self)
def removeThis(self, bl):
self.flames.remove(bl)
self.remove_widget(bl)
bl = None
def startFlame(self, *args):
for tank in self.flames:
if not tank.active:
tank.active = True
def addFlame(self, *args):
self.fl = Flame()
self.add_widget(self.fl)
self.fl.center = self.tank.center
self.flames.append(self.fl)
self.fl.velocity = 0, 0
if len(self.flames) != 0:
self.startFlame()
def on_touch_down(self, touch):
self.tank.activated = True
class AccelerometerApp(App):
def build(self):
game = AccelerometerGun()
game.start()
Clock.schedule_interval(game.update, 1.0 / 60.0)
return game
if __name__ == '__main__':
AccelerometerApp().run()
注意:我想使用矢量而不是动画来移动子弹
我试着自己解决了这个问题。
def velX(self, vex):
for tank in self.flames:
if tank.active:
tank.velocity_x = -(vex*2.5) #+= -vel
然后这样称呼它
def change(self, vx, vy):
max = 2.99
min = -2.9
range = max - min
correctedStartValue = vx - min
percentage = (correctedStartValue * 180) / range
if percentage > 180:
percentage = 180
if percentage < 0:
percentage = 0
if vx == 0.0:
percentage = 90
self.tank.angle = percentage
self.addFlame()
self.x_label.text = " ".join(["X: ", str(int(vx)), "%: ", str(percentage), "Fps: ", str(int(Clock.get_fps()))])
self.tank.velocity_y = 0 #(vy*-1)*3.5
self.tank.velocity_x = 0 #(vx*-1)*3.5
#self.tank.move(self)
self.velX(vx)
我想朝坦克面对的方向发射子弹。我使用加速度计来控制我的坦克的角度。我希望我的坦克在我倾斜我的设备时朝它所面对的方向射击。 使用我当前的脚本,它只能垂直拍摄。
为了重现这个问题,我无法将我的代码缩小到
from kivy.app import App
from kivy.uix.image import Image
from kivy.uix.widget import Widget
from kivy.properties import NumericProperty, ReferenceListProperty, ObjectProperty,ListProperty, BooleanProperty
from kivy.vector import Vector
from kivy.clock import Clock
import random
import math
from plyer import accelerometer
from kivy.lang import Builder
Builder.load_string("""
<Tank>:
canvas.before:
PushMatrix
Rotate:
angle: self.angle
origin: self.center
canvas.after:
PopMatrix
<Flame>:
canvas.before:
PushMatrix
Rotate:
angle: self.angle
origin: self.center
canvas.after:
PopMatrix
<AccelerometerGun>:
tank: tank
x_label: x_label
canvas:
Rectangle:
source: "wood.png"
#texture: root.bg_image.texture#source: "images/bg.png"
size: self.size#root.size[0]+200, root.size[1]
pos: self.pos#root.pos
Label:
id: x_label
text: "Tilt value "
center: self.parent.center
Tank:
id: tank
center: (root.width/2, 70) #self.parent.center
""")
class Flame(Image):
velocity_x = NumericProperty(0)
active = BooleanProperty(False)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
angle = NumericProperty(0)
def __init__(self, **kwargs):
super(Flame, self).__init__(**kwargs)
self.size_hint=(None, None)
self.source = "zn.zip"
self.anim_delay= 0.35
self.anim_loop = 1
rs = random.randint(70, 80)
self.size = (rs, rs)
self.bind(active=self.addV)
def addV(self, *args):
self.velocity_y += random.uniform(20.0, 25.0)
self.velocity_x += 0
def move(self, pa):
self.pos = Vector(*self.velocity) + self.pos
self.angle = random.randint(0, 360)
self.size = (self.size[0]+1, self.size[1]+1)
if (self.y > pa.top/1.6):
pa.removeThis(self)
self.velocity_y = 0
self.velocity_x = 0
class Tank(Image):
velocity_x = NumericProperty(0)
activated = BooleanProperty(False)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
angle = NumericProperty(180)
def __init__(self, **kwargs):
super(Tank, self).__init__(**kwargs)
self.source = 'bomb.png'
self.anim_delay = 0.05
def move(self, pa):
self.pos = Vector(*self.velocity) + self.pos
if (self.y < 0-self.size[0]):
self.velocity_y *= 0
if (self.x < 0):
self.velocity_x *= 0
if (self.right > pa.width):
self.velocity_x = 0
class AccelerometerGun(Widget):
tank = ObjectProperty(None)
angle = NumericProperty(180)
pr = NumericProperty(0.0)
flames = []
def start(self):
self.tank.center = (self.width/2, 70)
self.x_label.center = self.center
self.tank.velocity = 0, 0
accelerometer.enable()
def update(self, dt):
#self.tank.move(self)
if self.tank.activated:
val = accelerometer.acceleration[:3]
if not val == (None, None, None):
x, y, z = val[0], val[1], val[2]
self.x_label.text = " ".join(["X", ": " + str(x)])
self.change(x, y)
if len(self.flames) != 0:
for tank in self.flames:
if tank.active:
tank.move(self)
def change(self, vx, vy):
max = 2.99
min = -2.9
range = max - min
correctedStartValue = vx - min
percentage = (correctedStartValue * 180) / range
if percentage > 180:
percentage = 180
if percentage < 0:
percentage = 0
if vx == 0.0:
percentage = 90
self.tank.angle = percentage
self.addFlame()
self.x_label.text = " ".join(["X: ", str(int(vx)), "%: ", str(percentage), "Fps: ", str(int(Clock.get_fps()))])
self.tank.velocity_y = 0
self.tank.velocity_x = 0
#self.tank.move(self)
def removeThis(self, bl):
self.flames.remove(bl)
self.remove_widget(bl)
bl = None
def startFlame(self, *args):
for tank in self.flames:
if not tank.active:
tank.active = True
def addFlame(self, *args):
self.fl = Flame()
self.add_widget(self.fl)
self.fl.center = self.tank.center
self.flames.append(self.fl)
self.fl.velocity = 0, 0
if len(self.flames) != 0:
self.startFlame()
def on_touch_down(self, touch):
self.tank.activated = True
class AccelerometerApp(App):
def build(self):
game = AccelerometerGun()
game.start()
Clock.schedule_interval(game.update, 1.0 / 60.0)
return game
if __name__ == '__main__':
AccelerometerApp().run()
注意:我想使用矢量而不是动画来移动子弹
我试着自己解决了这个问题。
def velX(self, vex):
for tank in self.flames:
if tank.active:
tank.velocity_x = -(vex*2.5) #+= -vel
然后这样称呼它
def change(self, vx, vy):
max = 2.99
min = -2.9
range = max - min
correctedStartValue = vx - min
percentage = (correctedStartValue * 180) / range
if percentage > 180:
percentage = 180
if percentage < 0:
percentage = 0
if vx == 0.0:
percentage = 90
self.tank.angle = percentage
self.addFlame()
self.x_label.text = " ".join(["X: ", str(int(vx)), "%: ", str(percentage), "Fps: ", str(int(Clock.get_fps()))])
self.tank.velocity_y = 0 #(vy*-1)*3.5
self.tank.velocity_x = 0 #(vx*-1)*3.5
#self.tank.move(self)
self.velX(vx)