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- import math
- import turtle
- import random
- import time
- window = turtle.Screen()
- window.setup(1200, 800)
- window.bgpic("images/background.png")
- # window.tracer(n=2)
- BASE_X, BASE_Y = 0, -300
- # Запускаем ракеты из верхней части экрана, которую определяем как количество пикселей по высоте /2
- ENEMY_TOP_Y = window.window_height() / 2
- # Максимальное количество одновременно создаваемых вражеских ракет
- ENEMY_ON_SCREEN = 3
- # Интервас с которым они создаются (сек.)
- TIME_TO_CREAT_ENEMY = 1
- def calc_heading(x1, y1, x2, y2):
- 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):
- 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():
- enemy_missile = turtle.Turtle(visible=False)
- enemy_missile.speed(0)
- enemy_missile.color('red')
- enemy_missile.penup()
- # Задаем область по оси X, в которой создаются вражеские ракеты +/- 20 чтобы не создавались по краям экрана
- width_x = (window.window_width() / 2)
- random_x = random.randint(-width_x + 20, width_x - 20)
- enemy_missile.setpos(x=random_x, y=ENEMY_TOP_Y)
- enemy_missile.pendown()
- enemy_missile.setheading(270)
- enemy_missile.showturtle()
- enemy_info = {'enemy_missile': enemy_missile, 'enemy_state': 'launched', 'enemy_radius': 0}
- enemy_missiles.append(enemy_info)
- window.onclick(fire_missile)
- enemy_missiles = []
- our_missiles = []
- start_time = time.time()
- while True:
- window.update()
- # Создаем новые ракеты через заданный интервал времени и в количестве, не превышающем заданное
- if time.time() > start_time + TIME_TO_CREAT_ENEMY and len(enemy_missiles) < ENEMY_ON_SCREEN:
- fire_enemy_missile()
- start_time = time.time()
- # print(len(enemy_missiles))
- for info in our_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:
- info['state'] = 'explode'
- missile.shape('circle')
- elif state == 'explode':
- 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)
- for info in enemy_missiles:
- enemy_state = info['enemy_state']
- enemy_missile = info['enemy_missile']
- if enemy_state == 'launched':
- enemy_missile.forward(4)
- # Когда координаты вражеской ракеты = координатам базы по оси Y
- if enemy_missile.ycor() == BASE_Y:
- info['enemy_state'] = 'explode'
- enemy_missile.shape('circle')
- elif enemy_state == 'explode':
- info['enemy_radius'] += 1
- if info['enemy_radius'] > 5:
- enemy_missile.clear()
- enemy_missile.hideturtle()
- info['enemy_state'] = 'dead'
- else:
- enemy_missile.shapesize(info['enemy_radius'])
- dead_enemy_missiles = [info for info in enemy_missiles if info['enemy_state'] == 'dead']
- for dead in dead_enemy_missiles:
- enemy_missiles.remove(dead)
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