Я переработал ваш код ниже, решая несколько проблем и стилей.Основные проблемы, которые я отметил: вы спутали столкновение с формой , нарисованной base
черепахой, со столкновением с base
черепахой;в Sprite
вы переопределили метод speed()
черепахи как переменную экземпляра;те проблемы, которые решает @furas (+1), хотя play()
необходимо ontimer()
в предложении else
для правильного выхода игры:
from turtle import Screen, Turtle
from random import randint
CURSOR_SIZE = 20
WIDTH, HEIGHT = 600, 600
MARGIN = 50
BASE_HEIGHT = 15
PEN_SIZE = 5
PLAYER_SIZE = 50
SPRITE_SIZE = CURSOR_SIZE
PLAYER_SPEED = PLAYER_SIZE/2
ENEMY_SPEED = SPRITE_SIZE/4
# Create sprite
class Sprite(Turtle):
def __init__(self, sprite_shape, color, startx, starty):
super().__init__(shape=sprite_shape)
self.hideturtle()
self.speed('fastest')
self.penup()
self.color(color)
self.goto(startx, starty)
self.showturtle()
self.steps = 1
def move(self):
self.forward(self.steps)
# Boundary detection
if self.xcor() > WIDTH/2 - SPRITE_SIZE/2:
self.setx(WIDTH/2 - SPRITE_SIZE/2)
self.rt(90)
elif self.xcor() < SPRITE_SIZE/2 - WIDTH/2:
self.setx(SPRITE_SIZE/2 - WIDTH/2)
self.lt(120)
if self.ycor() > HEIGHT/2 - SPRITE_SIZE/2:
self.sety(HEIGHT/2 - SPRITE_SIZE/2)
self.lt(90)
elif self.ycor() < SPRITE_SIZE/2 - HEIGHT/2:
self.sety(SPRITE_SIZE/2 - HEIGHT/2)
self.lt(120)
def is_collision(self, other):
return self.distance(other) < SPRITE_SIZE/2
# Create enemy
class Enemy(Sprite):
def __init__(self, spriteshape, color, startx, starty):
super().__init__(spriteshape, color, startx, starty)
self.steps = ENEMY_SPEED
self.setheading(randint(0, 360))
def is_collision(self, other):
return self.distance(other) < PLAYER_SIZE/2
# Set up the screen
wn = Screen()
wn.setup(WIDTH + MARGIN * 2, HEIGHT + MARGIN * 2)
wn.bgcolor('black')
wn.title("Space Invaders")
# Draw border
border_pen = Turtle()
border_pen.hideturtle()
border_pen.speed('fastest')
border_pen.color('white')
border_pen.pensize(PEN_SIZE)
border_pen.penup()
border_pen.setposition(-WIDTH/2, -HEIGHT/2)
border_pen.pendown()
for _ in range(2):
border_pen.fd(WIDTH)
border_pen.lt(90)
border_pen.fd(HEIGHT)
border_pen.lt(90)
# Create the base
base = Turtle()
base.hideturtle()
base.shape('square')
base.color('blue', 'black')
base.penup()
base.setposition(0, BASE_HEIGHT/2 - HEIGHT/2 + PEN_SIZE)
base.shapesize(BASE_HEIGHT / CURSOR_SIZE, (WIDTH - PEN_SIZE*2) / CURSOR_SIZE, PEN_SIZE)
base.showturtle()
# Create the player turtle
player = Turtle()
player.hideturtle()
player.shape('square')
player.shapesize(PLAYER_SIZE / CURSOR_SIZE)
player.color('yellow')
player.speed('fastest')
player.penup()
player.setposition(0, PLAYER_SIZE/2 - HEIGHT/2 + BASE_HEIGHT + PEN_SIZE)
player.setheading(90)
player.showturtle()
# player movement
def move_left():
x = player.xcor() - PLAYER_SPEED
if x < PLAYER_SIZE - WIDTH/2:
x = PLAYER_SIZE/2 - WIDTH/2
player.setx(x)
def move_right():
x = player.xcor() + PLAYER_SPEED
if x > WIDTH/2 - PLAYER_SIZE:
x = WIDTH/2 - PLAYER_SIZE/2
player.setx(x)
# Keybindings
wn.onkey(move_left, 'Left')
wn.onkey(move_right, 'Right')
wn.listen()
# Create sprite
enemy = Enemy('circle', 'red', randint(SPRITE_SIZE - WIDTH/2, WIDTH/2 - SPRITE_SIZE), randint(0, HEIGHT/2 - SPRITE_SIZE))
# main game loop
def play():
enemy.move()
# check for collision
if enemy.is_collision(player):
x = randint(SPRITE_SIZE - WIDTH/2, WIDTH/2 - SPRITE_SIZE)
y = randint(0, HEIGHT/2 - SPRITE_SIZE)
enemy.setposition(x, y)
enemy.setheading(randint(0, 360))
if enemy.ycor() <= BASE_HEIGHT - HEIGHT/2 + SPRITE_SIZE/2:
player.hideturtle()
enemy.hideturtle()
base.hideturtle()
print("Game Over")
else:
wn.ontimer(play, 25)
# start
play()
wn.mainloop()