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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