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python飞机大战12 子弹增强(1)

python飞机大战12 子弹增强(1)

作者: __豆约翰__ | 来源:发表于2019-02-11 08:31 被阅读10次

    我们的比赛进行得相当远,但我们仍然缺少的一件事是让我们的球员的船变强。我们可以考虑添加多种上电,但现在我们将重点关注两项:

    • 盾牌 - 一种能够恢复盾牌力量的物体
    • 枪 - 一个会增加火力的物体

    Pow精灵

    首先,我们需要定义另一个Sprite,这次代表我们的powerup对象。为了简单起见,我们可以复制Bullet()我们已经制作的类并进行一些更改,因为行为将类似:从一个位置开始(刚刚被破坏的流星的位置)并向下移动,然后杀死精灵如果它离开屏幕的底部。对于它的形象,我们将随机选择'gun'和之间'shield',这将是我们的两种加电。

    class Pow(pygame.sprite.Sprite):
        def __init__(self, center):
            pygame.sprite.Sprite.__init__(self)
            self.type = random.choice(['shield', 'gun'])
            self.image = powerup_images[self.type]
            self.image.set_colorkey(BLACK)
            self.rect = self.image.get_rect()
            self.rect.center = center
            self.speedy = 2
    
        def update(self):
            self.rect.y += self.speedy
            # kill if it moves off the bottom of the screen
            if self.rect.top > HEIGHT:
                self.kill()
    

    我们需要在资产加载部分加载图像,使用字典来保存以powerup类型为关键字的图像:

    powerup_images = {}
    powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
    powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()
    

    以下是我们正在使用的图片(点击下载):

    image image

    产卵

    为了产生它们,我们需要一个组来保存它们(用于碰撞):

    powerups = pygame.sprite.Group()
    

    然后,当子弹摧毁一个暴徒时,我们想要一个(小)随机的机会,一个上电将下降:

    # 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()
        expl = Explosion(hit.rect.center, 'lg')
        all_sprites.add(expl)
        if random.random() > 0.9:
            pow = Pow(hit.rect.center)
            all_sprites.add(pow)
            powerups.add(pow)
        newmob()
    

    在这里,random.random()选择一个介于0和1之间的随机十进制数,因此只有当数字大于0.9时才产生,这意味着我们有10%的几率从被毁坏的流星上掉电。

    与玩家碰撞

    现在,我们需要另一次碰撞检查,这次是在玩家和通电组之间。在其他人之后添加:

    # check to see if player hit a powerup
    hits = pygame.sprite.spritecollide(player, powerups, True)
    for hit in hits:
        if hit.type == 'shield':
            player.shield += random.randrange(10, 30)
            if player.shield >= 100:
                player.shield = 100
        if hit.type == 'gun':
            pass
    
    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)
    
    def draw_lives(surf, x, y, lives, img):
        for i in range(lives):
            img_rect = img.get_rect()
            img_rect.x = x + 30 * i
            img_rect.y = y
            surf.blit(img, img_rect)
    
    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
            self.shoot_delay = 250
            self.last_shot = pygame.time.get_ticks()
            self.lives = 3
            self.hidden = False
            self.hide_timer = pygame.time.get_ticks()
    
        def update(self):
            # unhide if hidden
            if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
                self.hidden = False
                self.rect.centerx = WIDTH / 2
                self.rect.bottom = HEIGHT - 10
    
            self.speedx = 0
            keystate = pygame.key.get_pressed()
            if keystate[pygame.K_LEFT]:
                self.speedx = -8
            if keystate[pygame.K_RIGHT]:
                self.speedx = 8
            if keystate[pygame.K_SPACE]:
                self.shoot()
            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):
            now = pygame.time.get_ticks()
            if now - self.last_shot > self.shoot_delay:
                self.last_shot = now
                bullet = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
                shoot_sound.play()
    
        def hide(self):
            # hide the player temporarily
            self.hidden = True
            self.hide_timer = pygame.time.get_ticks()
            self.rect.center = (WIDTH / 2, HEIGHT + 200)
    
    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()
    
    class Pow(pygame.sprite.Sprite):
        def __init__(self, center):
            pygame.sprite.Sprite.__init__(self)
            self.type = random.choice(['shield', 'gun'])
            self.image = powerup_images[self.type]
            self.image.set_colorkey(BLACK)
            self.rect = self.image.get_rect()
            self.rect.center = center
            self.speedy = 2
    
        def update(self):
            self.rect.y += self.speedy
            # kill if it moves off the top of the screen
            if self.rect.top > HEIGHT:
                self.kill()
    
    class Explosion(pygame.sprite.Sprite):
        def __init__(self, center, size):
            pygame.sprite.Sprite.__init__(self)
            self.size = size
            self.image = explosion_anim[self.size][0]
            self.rect = self.image.get_rect()
            self.rect.center = center
            self.frame = 0
            self.last_update = pygame.time.get_ticks()
            self.frame_rate = 75
    
        def update(self):
            now = pygame.time.get_ticks()
            if now - self.last_update > self.frame_rate:
                self.last_update = now
                self.frame += 1
                if self.frame == len(explosion_anim[self.size]):
                    self.kill()
                else:
                    center = self.rect.center
                    self.image = explosion_anim[self.size][self.frame]
                    self.rect = self.image.get_rect()
                    self.rect.center = center
    
    # 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()
    player_mini_img = pygame.transform.scale(player_img, (25, 19))
    player_mini_img.set_colorkey(BLACK)
    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())
    explosion_anim = {}
    explosion_anim['lg'] = []
    explosion_anim['sm'] = []
    explosion_anim['player'] = []
    for i in range(9):
        filename = 'regularExplosion0{}.png'.format(i)
        img = pygame.image.load(path.join(img_dir, filename)).convert()
        img.set_colorkey(BLACK)
        img_lg = pygame.transform.scale(img, (75, 75))
        explosion_anim['lg'].append(img_lg)
        img_sm = pygame.transform.scale(img, (32, 32))
        explosion_anim['sm'].append(img_sm)
        filename = 'sonicExplosion0{}.png'.format(i)
        img = pygame.image.load(path.join(img_dir, filename)).convert()
        img.set_colorkey(BLACK)
        explosion_anim['player'].append(img)
    powerup_images = {}
    powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
    powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).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)))
    player_die_sound = pygame.mixer.Sound(path.join(snd_dir, 'rumble1.ogg'))
    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()
    powerups = 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
    
        # 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()
            expl = Explosion(hit.rect.center, 'lg')
            all_sprites.add(expl)
            if random.random() > 0.9:
                pow = Pow(hit.rect.center)
                all_sprites.add(pow)
                powerups.add(pow)
            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
            expl = Explosion(hit.rect.center, 'sm')
            all_sprites.add(expl)
            newmob()
            if player.shield <= 0:
                player_die_sound.play()
                death_explosion = Explosion(player.rect.center, 'player')
                all_sprites.add(death_explosion)
                player.hide()
                player.lives -= 1
                player.shield = 100
    
        # check to see if player hit a powerup
        hits = pygame.sprite.spritecollide(player, powerups, True)
        for hit in hits:
            if hit.type == 'shield':
                player.shield += random.randrange(10, 30)
                if player.shield >= 100:
                    player.shield = 100
            if hit.type == 'gun':
                pass
    
        # if the player died and the explosion has finished playing
        if player.lives == 0 and not death_explosion.alive():
            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)
        draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
        # *after* drawing everything, flip the display
        pygame.display.flip()
    
    pygame.quit()
    

    首先,我们正在处理盾牌加电,这会给玩家一个随机数量的盾牌。在'gun'上电是一个稍微多一点参与,所以我们会照顾的,在未来的一部分。

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          本文标题:python飞机大战12 子弹增强(1)

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