Created
April 3, 2024 20:37
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Triangle with rotation
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| from tkinter import * | |
| # from ship import * | |
| 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", fill='red', 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() | |
| 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) |
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