与实际编程相比,这段代码似乎更让人想不到:
def is_collided_with(self, run):
return self.rect.colliderect(run.rect)
runner = run(10, 10, 'my_run')
follower = follow(20, 10)
if follow.is_collided_with(run):
print 'collision!'
乌龟没有.rect()
方法。您不能is_collided_with()
使用此def
语句简单地将方法添加到现有类。没有run()
和follow()
功能。每次运动后,如果需要,该碰撞测试将只执行一次。让我们尝试挽救我们可以做的工作:
from turtle import Turtle, Screen
playGround = Screen()
playGround.screensize(250, 250)
playGround.title("Turtle Keys")
run = Turtle("turtle")
run.color("blue")
run.penup()
run.setposition(250, 250)
follow = Turtle("turtle")
follow.color("red")
follow.penup()
follow.setposition(-250, -250)
def k1():
run.forward(45)
def k2():
run.left(45)
def k3():
run.right(45)
def k4():
run.backward(45)
def quitThis():
playGround.bye()
def is_collided_with(a, b):
return abs(a.xcor() - b.xcor()) < 10 and abs(a.ycor() - b.ycor()) < 10
def follow_runner():
follow.setheading(follow.towards(run))
follow.forward(min(follow.distance(run), 8))
if is_collided_with(follow, run):
print('Collision!')
quitThis()
else:
playGround.ontimer(follow_runner, 10)
playGround.onkey(k1, "Up") # the up arrow key
playGround.onkey(k2, "Left") # the left arrow key
playGround.onkey(k3, "Right") # you get it!
playGround.onkey(k4, "Down")
playGround.listen()
follow_runner()
playGround.mainloop()
我根据乌龟光标的大小使用10作为碰撞半径,可以根据需要进行调整。该代码只是在游戏结束时给出一条消息,当发生碰撞时,您可能想做一些更复杂的事情。您可以考虑将碰撞逻辑设为自己的功能,以便在每次击键后使用,以防跑步者不小心撞到跟随者!