Pygame游戲開發(fā)之太空射擊實(shí)戰(zhàn)盾牌篇
視頻
添加盾牌
現(xiàn)在,我們的玩家被一顆流星擊中就摧毀。這不是很有趣,所以我們要向Player類添加一個(gè)shield屬性,它是0 - 100 的數(shù)字。
class Player(pygame.sprite.Sprite):
def __init__(self):
self.speedx = 0
self.shield = 100
現(xiàn)在,每當(dāng)玩家被流星擊中時(shí),我們可以從盾牌中減去一點(diǎn)。當(dāng)護(hù)盾達(dá)到0時(shí),玩家被摧毀。為了讓事情變得更有趣,我們可以通過(guò)使用流星的radius屬性使大型流星比微小流星造成更大的傷害。
在下一個(gè)視頻中,我們將為玩家添加一些盾牌,這樣我們就不會(huì)那么容易死亡。
傷害玩家
目前,我們的敵人與玩家碰撞代碼非常簡(jiǎn)單:
# check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
if hits:
running = False
我們需要做一些改變:
# 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
我們將 spritecollide函數(shù)的參數(shù)False更改為True,因?yàn)槲覀兿M餍窃谏渲袝r(shí)將其刪除。如果我們不這樣做,那么流星將繼續(xù)存在,當(dāng)它移動(dòng)時(shí),下一幀就會(huì)有另一次碰撞,依此類推。此外,我們有可能同時(shí)擊中多顆流星,hits其中可以有多個(gè)項(xiàng)目。我們通過(guò)循環(huán)hits,并根據(jù)它的半徑為每次命中扣除一些盾牌。最后,如果玩家的盾牌達(dá)到0,游戲?qū)⒔Y(jié)束。
您可能已經(jīng)注意到的一件事是,由于我們正在刪除任何擊中玩家的敵人,因此,我們正在減少游戲中的敵人總數(shù)。我們希望它保持不變,所以每當(dāng)我們移除一個(gè)敵人時(shí),我們都需要生成一個(gè)新的敵人。我們是這樣生成原始的敵人,如下所示:
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
但,我們需要生成一個(gè)新的敵人,這是重復(fù)代碼,這是一件壞事。相反,我們將 mob 創(chuàng)建代碼移動(dòng)到一個(gè)函數(shù)中,我們可以在需要時(shí)使用它:
def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
現(xiàn)在,我們可以在游戲開始時(shí),當(dāng)我們射中敵人時(shí),以及當(dāng)我們需要替換擊中玩家的敵人時(shí),都可以使用該函數(shù):
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盾牌標(biāo)尺
我們有一個(gè)盾牌的值,我們需要顯示它,但不僅僅是顯示數(shù)字,我們將制作一個(gè)條形圖,顯示盾牌的滿/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)
此函數(shù)的工作方式與我們之前定義的draw_text函數(shù)類似。它將繪制一個(gè)長(zhǎng)為BAR_LENGTH、高為BAR_HEIGHT 的條形,位于(x, y) 該柱并按pct值填充。我們將繪制兩個(gè)矩形:第一個(gè)矩形將是白色輪廓,第二個(gè)矩形是綠色填充部分。我們?cè)谟螒蜓h(huán)的繪制部分添加對(duì)此函數(shù)的調(diào)用:
draw_text(screen, str(score), 18, WIDTH / 2, 10) draw_shield_bar(screen, 5, 5, player.shield)
現(xiàn)在我們可以看到當(dāng)它下降時(shí)我們剩下多少盾牌:
# 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()到此這篇關(guān)于Pygame游戲開發(fā)之太空射擊實(shí)戰(zhàn)盾牌篇的文章就介紹到這了,更多相關(guān)Pygame盾牌內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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