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python飞机大战10 爆炸效果

python飞机大战10 爆炸效果

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

    自动开火

    首先,让我们对玩家射击方式做一点改动。现在,我们必须为每一个镜头击中空格键。这导致玩家在键盘上快速敲击,甚至可能是破碎的空格键。相反,只要空格键被按下,让我们自动发射子弹。

    为此,我们将向播放器添加两个新属性:

    self.shoot_delay = 250
    self.last_shot = pygame.time.get_ticks()
    

    shoot_delay将测量船舶在发射另一颗子弹之前应该等待的时间长度(以毫秒为单位)。last_shot将跟踪最后一颗子弹射击的时间,以便我们知道何时有足够的时间再次射击。

    现在我们将把开火key添加到我们的键盘检查player的更新中:

    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
        if keystate[pygame.K_SPACE]:
            self.shoot()
    

    我们将所有拍摄逻辑放在一个新方法中:

    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)
    

    现在当空格键被按下时,游戏将检查自最后一个项目符号创建以来已经过了多少时间。如果它是shoot_delay毫秒,则会触发另一个项目符号,并last_shot进行更新。最后,我们可以从游戏循环中删除以下几行:

    elif event.type == pygame.KEYDOWN:
        if event.key == pygame.K_SPACE:
            player.shoot()
    

    动画爆炸

    对于我们的下一个补充,我们希望通过使流星爆炸而不仅仅是消失来使流星的破坏更具视觉吸引力。为了实现这一点,我们需要一组爆炸图形的动画帧,我们需要在被破坏的流星的位置创建一个精灵,它将在动画帧序列中循环。这是我们要使用的动画序列:

    image

    首先,我们需要将这些图形加载到我们的游戏中并将它们存储在列表中。与玩家精灵一样,我们需要调整图像大小,当我们这样做时,我们会创建两个不同大小的爆炸:一个大爆炸,当流星被摧毁时; 当一颗流星击中玩家的盾牌时,还有一个小的。所以我们将有一个字典explosion_anim,包含两个列表,lgsm。由于文件都是相同的,使用00-08中的数字,我们可以使用循环来加载它们,调整大小并将它们附加到列表中:

    explosion_anim = {}
    explosion_anim['lg'] = []
    explosion_anim['sm'] = []
    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)
    

    爆炸雪碧

    接下来,我们将定义一个新的精灵,它将是屏幕上的实际爆炸。这个精灵的图像会在我们的动画帧列表中从一个图像快速变换到下一个图像。当它到达最后一帧时,精灵将被删除。当我们产生精灵时,我们会告诉它产卵的位置(流星的位置),以及要使用的大小。类似于我们如何做到上面的自动消防功能,我们也将有一个frame_rate属性,这将让我们控制如何快速动画运行-如果我们要改变图像的每一个更新(1 / 60 S),那么整个爆炸将仅持续约1 / 10秒。这是Explosion精灵的代码:

    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 = 50
    
        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
    

    现在我们需要在销毁一个暴徒时产生其中一个:

    # 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)
        newmob()
    

    当玩家被击中时:

    # 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:
            running = False
    
    现在我们可以看到最终结果: image
    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
            self.shoot_delay = 250
            self.last_shot = pygame.time.get_ticks()
    
        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
            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()
    
    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 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 = 50
    
        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()
    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'] = []
    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)
    # 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
    
        # 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)
            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:
                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()
    

    在下一部分中,我们将通过向玩家添加生命来使游戏持续一段时间。

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