projekt.py
Version 2.0
projekt.py — text/python-source, 2 KB (2960 bytes)
Dateiinhalt
"""Labyrint-mit Hindernissen Kugel als spielfigur """ from visual import * oberflaeche = frame () a=100 b=0.5 c=30 #Grundflaeche und dementsprechend angepasste Aussenwaende flaeche = box (frame = oberflaeche, pos = (0,0,0),length=(a), high= (b), width= (a), color=color.red) wand1= box (frame = oberflaeche, pos = (0.5*a-0.5*b,2*b,0),length=(b), width=(a), high=(c)) wand2= box (frame = oberflaeche, pos = (-0.5*a+0.5*b,2*b,0),length=(b), width=(a), high=(c)) wand3= box (frame = oberflaeche, pos = (0,2*b,0.5*a-0.5*b),length=(a), width=(b), high=(c)) wand4= box (frame = oberflaeche, pos = (0,2*b,-0.5*a+0.5*b),length=(a), width=(b), high=(c)) """ if scene.kb.keys: s = scene.kb.getkey() print s if s == 'up': # nach vorne kippen scene.center = scene.center+scene.forward*mag(scene.center-scene.mouse.camera) elif s == 'down': # nach hinten kippen scene.center = scene.center-scene.forward*mag(scene.center-scene.mouse.camera) elif s == 'ctrl+up': # links kippen newforward = rotate(scene.forward, axis=scene.up, angle=radians(2)) scene.center = scene.mouse.camera+newforward*mag(scene.center-scene.mouse.camera) scene.forward = newforward #scene.center = scene.center+scene.forward*ray.y/2. elif s == 'alt+up': # rechts kippen newforward = rotate(scene.forward, axis=scene.up, angle=radians(-2)) scene.center = scene.mouse.camera+newforward*mag(scene.center-scene.mouse.camera) scene.forward = newforward""" # Blick auf die Szene scene.forward=(0,-1,-2) scene.background=color.white # Ball mit Geschwindigkeit und repr. Vektorpfeil ball = sphere(pos=(-a/2,0,a/2), color=color.green, radius=2.5, material=materials.rough, opacity=0.8) ball.velocity = vector(0, 0, 0) pfeil = arrow(pos=ball.pos, axis=ball.velocity, color=color.yellow, shaftwidth=0.25) # Zeit in krement dt = 0.02 # Endlosschleife while True: rate(100) ball.pos = ball.pos + ball.velocity*dt # Falls Tastatur gedrueckt... if scene.kb.keys: s = scene.kb.getkey() print s if s == 'left': # links ball.velocity.x += -0.1 elif s == 'right': # right ball.velocity.x += 0.1 elif s == 'up': # vor ball.velocity.z -= 0.1 elif s == 'down': # zurueck ball.velocity.z += 0.1 elif s == '0': # zurueck auf Ursprung setzen; Geschw. null; Kamera ran ball.pos = (-a/2, 0, a/2) ball.velocity = vector(0,0,0) scene.range = 3 else: ball.velocity.y = 10 if ball.y < 1 and ball.velocity.y < 0: # Reduktion der Geschwindigkeit = Daempfung ball.velocity.y = -0.65*ball.velocity.y ball.y = 1 else: ball.velocity.y = ball.velocity.y - 9.8*dt pfeil.pos=ball.pos pfeil.axis=ball.velocity