The*_*s44 4 python physics game-physics
我试图在一个盒子里正确地弹出一个球,特别是在特定角度处理角落并处理一个角落.我有一个问题,因为我的球不断出现.我有这个功能,告诉我的球是否开箱即可,它可以处理角落和墙壁.代码是这样的:
if ((self._x > self._Grid.getWidth()) or (self._x < 0)):
print("RandomNode:outside paramaters: x! self._x = %s , self._velx = %s" % (self._x , self._velx))
if ((self._y > self._Grid.getLength()) or (self._y < 0)):
print("RandomNode:outside paramaters: y!")
if ((self._velx + self._x) > self._Grid.getWidth()):
diff = self._Grid.getWidth()-self._x
self._velx *= -1
if (diff == 0):
self._x -= self._velx
else:
self._x+= diff
tampered = True
#print("eqn1: self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
if (self._velx + self._x < 0):
diff = self._x
self._velx *= -1
if (diff == 0):
self._x += self._velx
else:
self._x-= diff
tampered = True
#print("eqn2: self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
if ((self._vely + self._y) > self._Grid.getLength()):
diff = self._Grid.getLength()-self._y
self._vely *= -1
if (diff == 0):
self._y -= self._vely
if (tampered == True):
if ((self._velx * -1 == self._vely) or (self._velx == self._vely)):
self._x += self._velx
self._y += self._vely
#print("eqn31:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
self._x += (self._velx - diff)
self._y += self._vely
#print("eqn32:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
tampered = True
#print("eqn33:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
self._y+= diff
if (tampered == True):
if ((self._velx * -1 == self._vely) or (self._velx == self._vely)):
self._x += self._velx
self._y += self._vely
#print("eqn31:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
self._x += (self._velx - diff)
self._y += self._vely
#print("eqn32:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
tampered = True
#print("eqn33:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
if (self._vely + self._y < 0):
diff = self._y
self._vely *= -1
if (diff == 0):
self._y += self._vely
if (tampered == True):
if ((self._velx * -1 == self._vely) or (self._velx == self._vely)):
self._x += self._velx
self._y += self._vely
#print("eqn41:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
self._x += (self._velx + diff)
self._y += self._vely
#print("eqn42:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
tampered = True
#print("eqn43:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
self._y-= diff
if (tampered == True):
if ((self._velx * -1 == self._vely) or (self._velx == self._vely)):
self._x += self._velx
self._y += self._vely
#print("eqn41:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
self._x += (self._velx + diff)
self._y += self._vely
#print("eqn42:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
else:
tampered = True
#print("eqn43:self._x = %s , self._y = %s , self._velx= %s, self._vely= %s" % (self._x, self._y, self._velx, self._vely))
return tampered
Run Code Online (Sandbox Code Playgroud)
我不知道为什么它不起作用.x和y显然是它的坐标.Velx和Vely是它的x和y速度.篡改是一个布尔值,可以防止球正常移动并且仅在检查中移动.
这是我的问题.这段代码有什么问题?或者....是否有一个模板在网络上的某个地方或任何地方用python编写,或者你使用的代码完成了我正在尝试处理和完成的事情?请随意修改代码,告诉我.任何已经解决的链接都会很好.谢谢.
重写此代码.对于你想要解决的简单问题来说,这太复杂了.
首先,球的2D运动只是2个1D问题.您可以完全分离X和Y.例如,击中一个角完全相当于在X轴上击中墙+在Y轴上击中墙.在X中击中墙只会反转X速度(如果你想模拟它,可能会失去一些能量).在Y中击中墙可以反转Y速度.
其次,由于X和Y的处理非常相似,因此从中提取方法
def handle_axis_movement(location, velocity):
"returns updated location and velocity"
...
self.x, self.vel_x = handle_axis_movement(self.x, self.vel_x)
self.y, self.vel_y = handle_axis_movement(self.y, self.vel_y)
Run Code Online (Sandbox Code Playgroud)
这将把代码(和错误)的数量减少一半.
第三,你不必单独处理diff == 0和diff <0.这两种情况都意味着球击中墙壁,并且应该反转它的速度.然后你应该纠正位置,以解释它无法穿过墙壁的事实.
location += velocity
if location > max_bound:
location = max_bound - (location - max_bound)
velocity *= -1
if location < min_bound:
location = min_bound - (location - min_bound)
velocity *= -1
Run Code Online (Sandbox Code Playgroud)