如何旋轉(zhuǎn)一個(gè)多邊形在python的Tkinter的畫布?
python 向量vector tkinter
我的工作來創(chuàng)建一個(gè)版本的Python和Tkinter的的。當(dāng)左或右箭頭鍵按下時(shí)的船舶必須旋轉(zhuǎn)。這艘船是Tkinter的畫布上的三角形。我遇到了公式,為三角形的坐標(biāo)。我相信這是與sin和cos,雖然我并不很清楚。到目前為止,我有兩個(gè)類一個(gè)用于船舶和其他的在船級我對按鍵。任何幫助將不勝感激。謝謝。
船級
import math
class Ship:
def __init__(self,canvas,x,y,width,height):
self.canvas = canvas
self.x = x - width/2
self.y = y + height/2
self.width = width
self.height = height
self.x0 = self.x
self.y0 = self.y
self.x1 = self.x0 + self.width/2
self.y1 = self.y0-self.height
self.x2 = self.x0 + self.width
self.y2 = self.y0
self.ship = self.canvas.create_polygon((self.x0, self.y0, self.x1, self.y1, self.x2, self.y2), outline="white", width=3)
def changeCoords(self):
self.canvas.coords(self.ship,self.x0, self.y0, self.x1, self.y1, self.x2, self.y2)
def rotateLeft(self, event=None):
# Should rotate one degree left.
pass
def rotateRight(self, event=None):
# Should rotate one degree right.
self.x0 = self.x0 -1
self.y0 = self.y0 - 1
self.x1 = self.x1 + 1
self.y1 = self.y1 + 1
self.x2 = self.x2 - 1
self.y2 = self.y2 + 1
self.changeCoords()
類
from Tkinter import *
from ship import *
class Game:
def __init__(self, gameWidth, gameHeight):
self.root = Tk()
self.gameWidth = gameWidth
self.gameHeight = gameHeight
self.gameWindow()
self.ship = Ship(self.canvas, x=self.gameWidth/2,y=self.gameHeight/2, width=50, height=50)
self.root.bind('<Left>', self.ship.rotateLeft)
self.root.bind('<Right>', self.ship.rotateRight)
self.root.mainloop()
def gameWindow(self):
self.frame = Frame(self.root)
self.frame.pack(fill=BOTH, expand=YES)
self.canvas = Canvas(self.frame,width=self.gameWidth, height=self.gameHeight, bg="black", takefocus=1)
self.canvas.pack(fill=BOTH, expand=YES)
asteroids = Game(600,600)
本文地址 :CodeGo.net/182737/
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1. 首先,你需要圍成的三角形的中心旋轉(zhuǎn)。重心很可能最適合的。地發(fā)現(xiàn),你的公式C = (1/3*(x0 + x1 + x2), 1/3*(y0 + y1 + y2)) 的,因?yàn)樗撬悬c(diǎn)的平均值中的三角形。然后,你必須應(yīng)用旋轉(zhuǎn)以該點(diǎn)為中心。所以它會是這樣的...
import math
class Ship:
def centroid(self):
return 1 / 3 * (self.x0 + self.x1 + self.x2), 1 / 3 * (self.y0 + self.y1 + self.y2)
def __init__(self, canvas, x, y, width, height, turnspeed, acceleration=1):
self._d = {'Up':1, 'Down':-1, 'Left':1, 'Right':-1}
self.canvas = canvas
self.width = width
self.height = height
self.speed = 0
self.turnspeed = turnspeed
self.acceleration = acceleration
self.x0, self.y0 = x, y
self.bearing = -math.pi / 2
self.x1 = self.x0 + self.width / 2
self.y1 = self.y0 - self.height
self.x2 = self.x0 + self.width
self.y2 = self.y0
self.x, self.y = self.centroid()
self.ship = self.canvas.create_polygon((self.x0, self.y0, self.x1, self.y1, self.x2, self.y2), outline="white", width=3)
def changeCoords(self):
self.canvas.coords(self.ship,self.x0, self.y0, self.x1, self.y1, self.x2, self.y2)
def rotate(self, event=None):
t = self._d[event.keysym] * self.turnspeed * math.pi / 180 # the trig functions generally take radians as their arguments rather than degrees; pi/180 radians is equal to 1 degree
self.bearing -= t
def _rot(x, y):
#note: the rotation is done in the opposite fashion from for a right-handed coordinate system due to the left-handedness of computer coordinates
x -= self.x
y -= self.y
_x = x * math.cos(t) + y * math.sin(t)
_y = -x * math.sin(t) + y * math.cos(t)
return _x + self.x, _y + self.y
self.x0, self.y0 = _rot(self.x0, self.y0)
self.x1, self.y1 = _rot(self.x1, self.y1)
self.x2, self.y2 = _rot(self.x2, self.y2)
self.x, self.y = self.centroid()
self.changeCoords()
def accel(self, event=None):
mh = int(self.canvas['height'])
mw = int(self.canvas['width'])
self.speed += self.acceleration * self._d[event.keysym]
self.x0 += self.speed * math.cos(self.bearing)
self.x1 += self.speed * math.cos(self.bearing)
self.x2 += self.speed * math.cos(self.bearing)
self.y0 += self.speed * math.sin(self.bearing)
self.y1 += self.speed * math.sin(self.bearing)
self.y2 += self.speed * math.sin(self.bearing)
self.x, self.y = self.centroid()
if self.y < - self.height / 2:
self.y0 += mh
self.y1 += mh
self.y2 += mh
elif self.y > mh + self.height / 2:
self.y0 += mh
self.y1 += mh
self.y2 += mh
if self.x < -self.width / 2:
self.x0 += mw
self.x1 += mw
self.x2 += mw
elif self.x > mw + self.width / 2:
self.x0 -= mw
self.x1 -= mw
self.x2 -= mw
self.x, self.y = self.centroid()
self.changeCoords()
我做了修改,以使更多的有點(diǎn)像小行星的控件,順便說一句。 (沒有射擊 CodeGo.net,雖然,我可能得到更進(jìn)這個(gè)比我的預(yù)期,但我不打算做的一切。此外,當(dāng)您嘗試多個(gè)鍵一次有一個(gè)有點(diǎn)問題,但是這是由于這樣就Tk的事件處理,它不是設(shè)計(jì)的游戲,所以你必須反復(fù)折騰公平一點(diǎn),以獲得與TK / Tkinter的正常工作。)
from tkinter import *
from ship import *
class Game:
def __init__(self, gameWidth, gameHeight):
self.root = Tk()
self.gameWidth = gameWidth
self.gameHeight = gameHeight
self.gameWindow()
self.ship = Ship(self.canvas, x=self.gameWidth / 2,y=self.gameHeight / 2, width=50, height=50, turnspeed=10, acceleration=5)
self.root.bind('<Left>', self.ship.rotate)
self.root.bind('<Right>', self.ship.rotate)
self.root.bind('<Up>', self.ship.accel)
self.root.bind('<Down>', self.ship.accel)
self.root.mainloop()
def gameWindow(self):
self.frame = Frame(self.root)
self.frame.pack(fill=BOTH, expand=YES)
self.canvas = Canvas(self.frame,width=self.gameWidth, height=self.gameHeight, bg="black", takefocus=1)
self.canvas.pack(fill=BOTH, expand=YES)
asteroids = Game(600,600)
順便說一句,你可能想的屬性,以便更容易處理點(diǎn),這樣的。
本文標(biāo)題 :如何旋轉(zhuǎn)一個(gè)多邊形在python的Tkinter的畫布?
本文地址 :CodeGo.net/182737/
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