Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- import math
- import turtle
- import random
- window = turtle.Screen()
- window.setup(1200 + 3, 800 + 3)
- window.bgpic("images/background.png")
- window.screensize(1200, 800)
- # window.tracer(n=2)
- BASE_X, BASE_Y, EN_BASE_Y = 0, -300, 370
- BUILDINGS = {1: [-450, -350], 2: [-250, -150], 3: [-50, 50], 4: [150, 250], 5: [350, 450]} # Задаются координаты 5ти зданий
- def calc_heading(x1, y1, x2, y2): # Функция расчета угла до цели
- dx = x2 - x1
- dy = y2 - y1
- length = (dx ** 2 + dy ** 2) ** 0.5
- cos_alpha = dx / length
- alpha = math.acos(cos_alpha)
- alpha = math.degrees(alpha)
- if dy < 0:
- alpha = -alpha
- return alpha
- def fire_missile(x, y): # Функция запуска ракеты с базы
- missile = turtle.Turtle(visible=False)
- missile.speed(0)
- missile.color('white')
- missile.penup()
- missile.setpos(x=BASE_X, y=BASE_Y)
- missile.pendown()
- heading = calc_heading(x1=BASE_X, y1=BASE_Y, x2=x, y2=y)
- missile.setheading(heading)
- missile.showturtle()
- info = {'missile': missile, 'target': [x, y],
- 'state': 'launched', 'radius': 0}
- our_missiles.append(info)
- def fire_enemy_missile(): # Функция запуска вражеских ракет
- numbuild = random.randint(1, 5) # Выбирается здание, в которое будут стрелять
- build = BUILDINGS[numbuild]
- targetx = random.randint(build[0], build[1]) # Выбирается по какой координате здания выстрел
- rndx = random.randint(-500, 500) # Выбирается место откуда будет выстрел
- enemy_missile = turtle.Turtle(visible=False)
- enemy_missile.speed(0)
- enemy_missile.color('red')
- enemy_missile.penup()
- enemy_missile.setpos(x=rndx, y=EN_BASE_Y)
- enemy_missile.pendown()
- heading = calc_heading(x1=rndx, y1=EN_BASE_Y, x2=targetx, y2=BASE_Y)
- enemy_missile.setheading(heading)
- enemy_missile.showturtle()
- enemy_info = {'missile': enemy_missile, 'target': [targetx, BASE_Y],
- 'state': 'launched', 'radius': 0}
- enemy_missiles.append(enemy_info)
- window.onclick(fire_missile)
- enemy_missiles = []
- our_missiles = []
- fire_enemy_missile()
- while True:
- window.update()
- enemy_fire_clock = random.randint(1, 100)
- if enemy_fire_clock == 1:
- fire_enemy_missile()
- for info in enemy_missiles:
- state = info['state']
- missile = info['missile']
- if state == 'launched':
- missile.forward(4)
- target = info['target']
- if missile.distance(x=target[0], y=target[1]) < 20: # Если расстояние до цели менее 20 - взрыв
- info['state'] = 'explode'
- missile.shape('circle')
- elif state == 'explode': # Если взорвалась то увеличить радиус взрыва
- info['radius'] += 1
- if info['radius'] > 5:
- missile.clear()
- missile.hideturtle()
- info['state'] = 'dead'
- else:
- missile.shapesize(info['radius'])
- dead_missiles = [info for info in enemy_missiles if info['state'] == 'dead']
- for dead in dead_missiles:
- enemy_missiles.remove(dead)
- for info in our_missiles:
- state = info['state']
- missile = info['missile']
- if state == 'launched': # Если ракета запущена
- missile.forward(4)
- target = info['target'] # Берем координаты цели
- if missile.distance(x=target[0], y=target[1]) < 20: # Если расстояние до цели менее 20 - взрыв
- info['state'] = 'explode'
- missile.shape('circle')
- elif state == 'explode': # Если взорвалась то увеличить радиус взрыва
- info['radius'] += 1
- if info['radius'] > 5:
- missile.clear()
- missile.hideturtle()
- info['state'] = 'dead'
- else:
- missile.shapesize(info['radius'])
- dead_missiles = [info for info in our_missiles if info['state'] == 'dead']
- for dead in dead_missiles:
- our_missiles.remove(dead)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement