如何自动生成 Turtle 对象?
How to generate Turtle objects automatically?
我想生成 (a)
数量的相同 RawTurtle 对象,同时全部单独命名。好像应该可以实现,但是不知道怎么实现。
这是我的代码:
def spawnEntity(a):
for x in range(0, a):
global entity
spawnpt = (rand.randrange(-(cWidth/2), cWidth/2), rand.randrange(-(cHeight/2), cHeight/2))
entName = (f'entity{x}')
def entGenerate(a):
print(a)
(f'{a}') = turtle.RawTurtle(screen)
(f'{a}').shape("square")
(f'{a}').speed("fastest")
(f'{a}').penup()
(f'{a}').pencolor("gray")
(f'{a}').fillcolor("gray")
(f'{a}').setpos(spawnpt)
print(a)
entGenerate(entName)
entList = []
entList.append(entName)
proportion = (16, 9)
cWidth = (proportion[0] * 80)
cHeight = (proportion[1] * 80)
root = Tk()
root.title("Shooter Game")
canvas = Canvas(master=root, width=cWidth, height=cHeight)
canvas.grid(row=1, column=1)
screen = turtle.TurtleScreen(canvas)
spawnEntity(4)
root.mainloop()
更新:问题已解决!下面的新代码运行所有 4 只海龟(又名:“实体”)彼此独立,同时仍然能够在 for
循环下全部调用:
def spawnEntity(a):
global ent, entity
ent = (a)
entity = {num: turtle.RawTurtle(screen) for num in range(ent)}
for i in range(ent):
spawnpt = (rand.randrange(-(cWidth/2.5), cWidth/2.5), rand.randrange(-(cHeight/2.5), cHeight/2.5))
entity[i].shape("square")
entity[i].speed("fastest")
entity[i].penup()
entity[i].pencolor("gray")
entity[i].fillcolor("gray")
entity[i].setpos(spawnpt)
您可以使用 dict
:
import turtle
a = 10
turtles = {num: turtle.Turtle for num in range(a)}
现在,无论何时你想调用特定的海龟,你都可以像这样使用字典:
turtles[1].forward(100)
以上是实现方法,但你要知道,是一种为每只海龟制作单独变量的方法,但它是危险。您可以使用 locals
或 exec
.
对于locals
:
import turtle
a = 10
for num in range(a):
locals()[f"turt{num}"] = turtle.Turtle()
turt1.forward(100)
对于exec
:
import turtle
a = 10
for num in range(a):
exec(f"turt{num} = turtle.Turtle()")
turt1.forward(100)
如果你想调用一个特定的乌龟来做一些使用它的字符串名称的事情,你可以使用eval
:
eval("turt1.forward(100)")
记住,上面的代码是危险的,原因如下:
- Why is using 'eval' a bad practice?
- Why is it bad idea to modify locals in python?
- Be careful with exec and eval in Python
我想生成 (a)
数量的相同 RawTurtle 对象,同时全部单独命名。好像应该可以实现,但是不知道怎么实现。
这是我的代码:
def spawnEntity(a):
for x in range(0, a):
global entity
spawnpt = (rand.randrange(-(cWidth/2), cWidth/2), rand.randrange(-(cHeight/2), cHeight/2))
entName = (f'entity{x}')
def entGenerate(a):
print(a)
(f'{a}') = turtle.RawTurtle(screen)
(f'{a}').shape("square")
(f'{a}').speed("fastest")
(f'{a}').penup()
(f'{a}').pencolor("gray")
(f'{a}').fillcolor("gray")
(f'{a}').setpos(spawnpt)
print(a)
entGenerate(entName)
entList = []
entList.append(entName)
proportion = (16, 9)
cWidth = (proportion[0] * 80)
cHeight = (proportion[1] * 80)
root = Tk()
root.title("Shooter Game")
canvas = Canvas(master=root, width=cWidth, height=cHeight)
canvas.grid(row=1, column=1)
screen = turtle.TurtleScreen(canvas)
spawnEntity(4)
root.mainloop()
更新:问题已解决!下面的新代码运行所有 4 只海龟(又名:“实体”)彼此独立,同时仍然能够在 for
循环下全部调用:
def spawnEntity(a):
global ent, entity
ent = (a)
entity = {num: turtle.RawTurtle(screen) for num in range(ent)}
for i in range(ent):
spawnpt = (rand.randrange(-(cWidth/2.5), cWidth/2.5), rand.randrange(-(cHeight/2.5), cHeight/2.5))
entity[i].shape("square")
entity[i].speed("fastest")
entity[i].penup()
entity[i].pencolor("gray")
entity[i].fillcolor("gray")
entity[i].setpos(spawnpt)
您可以使用 dict
:
import turtle
a = 10
turtles = {num: turtle.Turtle for num in range(a)}
现在,无论何时你想调用特定的海龟,你都可以像这样使用字典:
turtles[1].forward(100)
以上是实现方法,但你要知道,是一种为每只海龟制作单独变量的方法,但它是危险。您可以使用 locals
或 exec
.
对于locals
:
import turtle
a = 10
for num in range(a):
locals()[f"turt{num}"] = turtle.Turtle()
turt1.forward(100)
对于exec
:
import turtle
a = 10
for num in range(a):
exec(f"turt{num} = turtle.Turtle()")
turt1.forward(100)
如果你想调用一个特定的乌龟来做一些使用它的字符串名称的事情,你可以使用eval
:
eval("turt1.forward(100)")
记住,上面的代码是危险的,原因如下:
- Why is using 'eval' a bad practice?
- Why is it bad idea to modify locals in python?
- Be careful with exec and eval in Python