美文网首页
python飞机大战9 玩家飞机添加血条

python飞机大战9 玩家飞机添加血条

作者: __豆约翰__ | 来源:发表于2019-02-11 08:31 被阅读8次

添加血条
现在,我们的玩家被一次流星击中摧毁。这不是很有趣,所以我们要为我们的播放器添加一个属性shield,它只是来自的数字0 - 100。

class Player(pygame.sprite.Sprite):
    def __init__(self):
        self.speedx = 0
        self.shield = 100

现在,每次玩家被流星击中时,我们都可以从血条中减去一点。当血条达到0时,玩家将被摧毁。为了让事情更有趣,我们可以通过使用流星的radius属性使大型流星比小型流星造成更大的伤害。

破坏玩家
目前,我们的mob-versus-player碰撞代码非常简单:

    # check to see if a mob hit the player
    hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
    if hits:
        running = False
我们需要做一些改变:

    # check to see if a mob hit the player
    hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
    for hit in hits:
        player.shield -= hit.radius * 2
        if player.shield <= 0:
            running = False

我们改变了False对True中spritecollide,我们希望当它击中要删除的流星,因为。如果我们不这样做,那么流星将继续存在,当它移动时,下一帧会发生另一次碰撞,依此类推。此外,我们可能同时击中多个流星,因此hits可以有多个项目。我们hits根据其半径循环并扣除每次击中的一些血条。最后,如果玩家的血条达到0,游戏将结束。

你可能已经注意到的一件事是,由于我们正在删除任何击中玩家的怪物,我们正在减少游戏中的怪物总数。我们希望保持不变,所以每当我们移除一个时,我们需要产生一个新的暴徒。我们产生了这样的原始怪物:

for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

我们需要做同样的事情来产生一个新的暴徒,这是重复的代码,这是一件坏事。相反,我们将暴徒创建代码移动到一个函数,我们可以在需要时使用它:

def newmob():
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

现在我们可以在游戏开始时使用该功能,当我们拍摄暴徒时,以及当我们需要更换击中玩家的暴徒时:

for i in range(8):
    newmob()

# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
    score += 50 - hit.radius
    random.choice(expl_sounds).play()
    newmob()

# check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
for hit in hits:
    player.shield -= hit.radius * 2
    newmob()
    if player.shield <= 0:
        running = False

我们有血条的价值,而且它有效,但除非玩家能看到价值,否则它不是很有用。我们需要创建一个显示器,但不是只显示数字,我们将制作一个条形图,显示屏蔽的满/空:

def draw_shield_bar(surf, x, y, pct):
    if pct < 0:
        pct = 0
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    fill = (pct / 100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, GREEN, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)

此函数与draw_text我们之前定义的函数类似。它将汲取大小的条BAR_LENGTH由BAR_HEIGHT位于(x, y)和填充pct量。我们将绘制两个矩形:第一个是白色轮廓,第二个是绿色填充部分。我们在游戏循环的绘图部分添加了对此函数的调用:

draw_text(screen, str(score), 18, WIDTH / 2, 10)
draw_shield_bar(screen, 5, 5, player.shield)

现在我们可以看到它们在下降时留下了多少血条:

# KidsCanCode - Game Development with Pygame video series
# Shmup game - part 9
# Video link: https://www.youtube.com/watch?v=vvgWfNLgK9c
# Player shield
# Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3
# Art from Kenney.nl
import pygame
import random
from os import path

img_dir = path.join(path.dirname(__file__), 'img')
snd_dir = path.join(path.dirname(__file__), 'snd')

WIDTH = 480
HEIGHT = 600
FPS = 60

# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

# initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shmup!")
clock = pygame.time.Clock()

font_name = pygame.font.match_font('arial')
def draw_text(surf, text, size, x, y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)

def newmob():
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

def draw_shield_bar(surf, x, y, pct):
    if pct < 0:
        pct = 0
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    fill = (pct / 100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, GREEN, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(player_img, (50, 38))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 20
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0
        self.shield = 100

    def update(self):
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -8
        if keystate[pygame.K_RIGHT]:
            self.speedx = 8
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0

    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)
        shoot_sound.play()

class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = random.choice(meteor_images)
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width * .85 / 2)
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.bottom = random.randrange(-80, -20)
        self.speedy = random.randrange(1, 8)
        self.speedx = random.randrange(-3, 3)
        self.rot = 0
        self.rot_speed = random.randrange(-8, 8)
        self.last_update = pygame.time.get_ticks()

    def rotate(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > 50:
            self.last_update = now
            self.rot = (self.rot + self.rot_speed) % 360
            new_image = pygame.transform.rotate(self.image_orig, self.rot)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center

    def update(self):
        self.rotate()
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT + 10 or self.rect.left < -100 or self.rect.right > WIDTH + 100:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        # kill if it moves off the top of the screen
        if self.rect.bottom < 0:
            self.kill()

# Load all game graphics
background = pygame.image.load(path.join(img_dir, "starfield.png")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, "playerShip1_orange.png")).convert()
bullet_img = pygame.image.load(path.join(img_dir, "laserRed16.png")).convert()
meteor_images = []
meteor_list = ['meteorBrown_big1.png', 'meteorBrown_med1.png', 'meteorBrown_med1.png',
               'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png',
               'meteorBrown_tiny1.png']
for img in meteor_list:
    meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
# Load all game sounds
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
expl_sounds = []
for snd in ['expl3.wav', 'expl6.wav']:
    expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.4)

all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
    newmob()

score = 0
pygame.mixer.music.play(loops=-1)
# Game loop
running = True
while running:
    # keep loop running at the right speed
    clock.tick(FPS)
    # Process input (events)
    for event in pygame.event.get():
        # check for closing window
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()

    # Update
    all_sprites.update()

    # check to see if a bullet hit a mob
    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:
        score += 50 - hit.radius
        random.choice(expl_sounds).play()
        newmob()

    # check to see if a mob hit the player
    hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
    for hit in hits:
        player.shield -= hit.radius * 2
        newmob()
        if player.shield <= 0:
            running = False

    # Draw / render
    screen.fill(BLACK)
    screen.blit(background, background_rect)
    all_sprites.draw(screen)
    draw_text(screen, str(score), 18, WIDTH / 2, 10)
    draw_shield_bar(screen, 5, 5, player.shield)
    # *after* drawing everything, flip the display
    pygame.display.flip()

pygame.quit()

相关文章

网友评论

      本文标题:python飞机大战9 玩家飞机添加血条

      本文链接:https://www.haomeiwen.com/subject/jkhmsqtx.html