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)