Нам не нужно вводить time или threading , чтобы решить эту проблему. Мы можем использовать собственные таймерные события черепахи для контроля скорострельности:
def fire():
screen.onkey(None, 'space')
ship.fireBullet()
screen.ontimer(lambda: screen.onkey(fire, 'space'), 250)
Здесь я ограничил скорость стрельбы до 4 выстрелов в секунду. (250/1000 миллисекунд.) Настройте по своему усмотрению. Ниже доработка вашей программы с этой модификацией, а также другие исправления и настройки стиля:
from turtle import Screen, Turtle
from random import random, randint, randrange, choice
from math import radians, sin as sine, cos as cosine
class Bullet(Turtle):
MAX_DISTANCE = 500
DELTA = 20
RADIUS = 4
def __init__(self, position, heading):
super().__init__(shape="bullet")
self.hideturtle()
self.penup()
self.goto(position)
self.setheading(heading)
self.color('yellow')
self.showturtle()
self.distance = 0
def move(self):
self.distance += self.DELTA
self.forward(self.DELTA)
if self.done():
self.reset()
def getRadius(self):
''' collision detection helper method '''
return self.RADIUS
def blowUp(self):
''' method that makes something go off the screen '''
self.hideturtle()
def done(self):
return self.distance >= self.MAX_DISTANCE
class Asteroid(Turtle):
def __init__(self, dx, dy, position, size, emoji):
super().__init__()
self.hideturtle()
self.penup()
self.goto(position)
self.color('lightgrey')
emoji = choice(emojis)
# screen.addshape(emoji) # for StackOverflow debugging
self.shape(emoji)
self.showturtle()
self.size = size
self.dx = dx
self.dy = dy
def move(self):
x, y = self.position()
# if on edge of screen. go to opposite side
x = (self.dx + x - screenMinX) % (screenMaxX - screenMinX) + screenMinX
y = (self.dy + y - screenMinY) % (screenMaxY - screenMinY) + screenMinY
self.goto(x, y)
def blowUp(self):
''' method that makes something go off the screen '''
self.hideturtle()
def getRadius(self):
return self.size * 10 - 5
class SpaceShip(Turtle):
RADIUS = 10
def __init__(self, screen, dx, dy, x, y):
super().__init__(shape='turtle')
self.hideturtle()
self.penup()
self.color("white")
self.goto(x, y)
self.showturtle()
self.dx = dx
self.dy = dy
self.screen = screen
self.bullets = []
def move(self):
x, y = self.position()
x = (self.dx + x - screenMinX) % (screenMaxX - screenMinX) + screenMinX
y = (self.dy + y - screenMinY) % (screenMaxY - screenMinY) + screenMinY
self.goto(x, y)
def powPow(self, asteroids):
''' logic for collision '''
dasBullets = []
for bullet in self.bullets:
bullet.move()
hit = False
for asteroid in asteroids:
if intersect(asteroid, bullet): # counts every asteroid to see if it hits
asteroids.remove(asteroid)
asteroid.blowUp()
hit = True
if not bullet.done() and not hit:
dasBullets.append(bullet)
else:
bullet.blowUp()
self.bullets = dasBullets
def fireBullet(self):
bullet = Bullet(self.position(), self.heading())
self.bullets.append(bullet)
def fireEngine(self):
angle = self.heading() # how turtle moves
x = cosine(radians(angle))
y = sine(radians(angle))
self.dx = self.dx + x # how it rotates
self.dy = self.dy + y
self.dx = self.dx / speed1
self.dy = self.dy / speed1
def getRadius(self):
return self.RADIUS
def turnLeft(self):
self.left(7)
def turnRight(self):
self.right(7)
def intersect(object1, object2):
''' collision detection '''
return object1.distance(object2) <= object1.getRadius() + object2.getRadius()
def play():
# Tell all the elements of the game to move
ship.move()
gameover = False
for asteroid in asteroids:
r = randint(0, 1)
if r == 1:
asteroid.right(50)
else:
asteroid.left(20)
asteroid.move()
if intersect(ship, asteroid):
turtle.write("You Got Killed :(", font=("Verdana", 25), align="center")
gameover = True
ship.powPow(asteroids)
screen.update()
if not asteroids:
turtle.color('green')
turtle.write("You Killed the Emojis!!", font=("Arial", 30), align="center")
if not gameover:
screen.ontimer(play, 30)
# controls
def fire():
screen.onkey(None, 'space')
ship.fireBullet()
screen.ontimer(lambda: screen.onkey(fire, 'space'), 250)
# create a link to the object (creates the environment)
speed1 = 1.3
amountOfEmojis = 11
# establish important data for screen environment
screen = Screen()
screen.bgcolor("black")
# set a boundary for screen, if touches end, goes to the other side
screenMinX = -screen.window_width()/2
screenMinY = -screen.window_height()/2
screenMaxX = screen.window_width()/2
screenMaxY = screen.window_height()/2
screen.setworldcoordinates(screenMinX, screenMinY, screenMaxX, screenMaxY)
# adds object to screen
screen.register_shape("rock3", ((-20, -16), (-21, 0), (-20, 18), (0, 27), (17, 15), (25, 0), (16, -15), (0, -21)))
screen.register_shape("rock2", ((-15, -10), (-16, 0), (-13, 12), (0, 19), (12, 10), (20, 0), (12, -10), (0, -13)))
screen.register_shape("rock1", ((-10, -5), (-12, 0), (-8, 8), (0, 13), (8, 6), (14, 0), (12, 0), (8, -6), (0, -7)))
screen.register_shape("ship", ((-10, -10), (0, -5), (10, -10), (0, 10)))
screen.register_shape("bullet", ((-2, -4), (-2, 4), (2, 4), (2, -4)))
screen.tracer(0)
# turtle setup
turtle = Turtle()
turtle.hideturtle()
turtle.penup()
turtle.goto(0, screenMaxY - 50)
turtle.color('white')
turtle.write("Welcome to Emoji Run!", align="center", font=("Courier New", 26))
turtle.goto(0, screenMaxY - 70)
turtle.write("Use the arrow keys to move, and space to fire. The point of the game is to kill the emojis.", align="center", font=("Courier New", 13))
turtle.goto(0, 0)
turtle.color("red")
emojis = [
"Poop_Emoji_7b204f05-eec6-4496-91b1-351acc03d2c7_grande.png",
"1200px-Noto_Emoji_KitKat_263a.svg.png",
"annoyningface.png",
"Emoji_Icon_-_Sunglasses_cool_emoji_large.png"
]
emojis = ['rock1', 'rock2', 'rock3'] # for StackOverflow debugging purposes
# ship spawn exactly the middle everytime
ship = SpaceShip(screen, 0, 0, (screenMaxX - screenMinX)/2 + screenMinX, (screenMaxY - screenMinY)/2 + screenMinY)
# randomize where they spawn
asteroids = []
for k in range(amountOfEmojis):
dx, dy = random() * 6 - 3, random() * 6 - 3
x = randrange(10) * (screenMaxX - screenMinX) + screenMinX
y = random() * (screenMaxY - screenMinY) + screenMinY
asteroid = Asteroid(dx, dy, (x, y), randint(1, 3), emojis)
asteroids.append(asteroid)
screen.onkey(ship.turnLeft, 'Left')
screen.onkey(ship.turnRight, 'Right')
screen.onkey(ship.fireEngine, 'Up')
screen.onkey(fire, 'space')
screen.listen()
screen.update()
play()
screen.mainloop()
Нужно учитывать, что черепахи - это глобальные объекты, которые не собирают мусор. Поэтому вы можете собирать использованные патроны в список для повторного использования, создавая новые только тогда, когда они вам нужны.