Dies ist eine alte Version des Dokuments!
#Bouncing Ball Simulator import turtle import random from erste_klasse import Agent #ag1 = Agent() #print(ag1) p = 400 #pixels #draw the square for the bouncing balls turtle.pu() turtle.speed(0) turtle.goto(p+10,p+10) turtle.pd() turtle.setheading(0) for i in range(4): turtle.rt(90) turtle.fd(2*p+20) wn = turtle.Screen() wn.setup(p*2+20,p*2+20) wn.bgcolor("white") #Screen background color = white wn.title("Bouncing Ball Simulator") wn.tracer(0) #stops the screen from updating #balls = [] agents = [] for _ in range(50): #range(Anzahl der bälle) agents.append(Agent(_)) #create balls #colors = ["red","green","black"] for agent in agents: agent.ball.shape("circle") agent.ball.color("green") agent.ball.penup() #not draw a line agent.ball.speed(1) #Geschwindigkeitsänderung #random xcor and ycor for each ball x = random.randint(-p,p) y = random.randint(-p,p) agent.ball.goto(x,y) #random ycor speed between -3 and 3, no 0 agent.ball.dy = random.randint(-1,1) while agent.ball.dy == 0: agent.ball.dy = random.randint(-1,1) #random xcor speed between -3 and 3, no 0 agent.ball.dx = random.randint(-1,1) while agent.ball.dx == 0: agent.ball.dx = random.randint(-1,1) #ball.da = 1 agents[1].anstecken() #first ball will be colored red ball_no = [1] #numbers as the positions in the list of balls, which are colored red while True: wn.update() #the movements are smoother for agent in agents: #ball.rt(ball.da) #changing bouncing direction (sonst bleiben die zu zweit stecken) agent.ball.sety(agent.ball.ycor() + agent.ball.dy) #sets the balls ycor to (the current ycor plus the change in y) agent.ball.setx(agent.ball.xcor() + agent.ball.dx) #check for a bounce if agent.ball.ycor() < -p: agent.ball.sety(-p) agent.ball.dy *= -1 if agent.ball.ycor() > p: agent.ball.sety(p) agent.ball.dy *= -1 #check for a wall collision if agent.ball.xcor() < -p: agent.ball.setx(-p) agent.ball.dx *= -1 if agent.ball.xcor() > p: agent.ball.setx(p) agent.ball.dx *= -1 #check for collisions between the balls for i in range(0,len(agents)): for j in range(i+1, len(agents)): #check for a collision if agents[i].ball.distance(agents[j].ball) < 20: # because each ball has 20 pixels width #switch the behaviours of these two balls agents[i].ball.dx , agents[j].ball.dx = agents[j].ball.dx, agents[i].ball.dx agents[i].ball.dy , agents[j].ball.dy = agents[j].ball.dy, agents[i].ball.dy #hier fehlt eine Bedingung, um das ineinanderstecken zu vermeiden? ##neu random dx und dy definieren ? if agents[i].ball.dx == agents[j].ball.dx: if agents[i].ball.dy == agents[j].ball.dy: agents[i].ball.dx == random.randint(-1,1) agents[i].ball.dy == random.randint(-1,1) agents[j].ball.dx == random.randint(-1,1) agents[j].ball.dy == random.randint(-1,1) if i in ball_no: agents[j].ball.color("red") if j not in ball_no: ball_no.append(j) if j in ball_no: agents[i].ball.color("red") if i not in ball_no: ball_no.append(i) wn.mainloop() # To fix: they get stuck together, maybe because they have similar behaviours and go to the direction of each other over and over