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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