Pygame游戏开发之太空射击实战盾牌篇

目录

  • 视频
  • 添加盾牌
  • 伤害玩家
  • 盾牌标尺

视频 本课程的视频

添加盾牌 现在,我们的玩家被一颗流星击中就摧毁。这不是很有趣,所以我们要向Player类添加一个shield属性,它是0 - 100 的数字。
class Player(pygame.sprite.Sprite):def __init__(self):self.speedx = 0self.shield = 100

现在,每当玩家被流星击中时,我们可以从盾牌中减去一点。当护盾达到0时,玩家被摧毁。为了让事情变得更有趣,我们可以通过使用流星的radius属性使大型流星比微小流星造成更大的伤害。
在下一个视频中,我们将为玩家添加一些盾牌,这样我们就不会那么容易死亡。

伤害玩家 目前,我们的敌人与玩家碰撞代码非常简单:
# check to see if a mob hit the playerhits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)if hits:running = False

【Pygame游戏开发之太空射击实战盾牌篇】我们需要做一些改变:
# check to see if a mob hit the playerhits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)for hit in hits:player.shield -= hit.radius * 2if player.shield <= 0:running = False

我们将 spritecollide函数的参数False更改为True,因为我们希望流星在射中时将其删除。如果我们不这样做,那么流星将继续存在,当它移动时,下一帧就会有另一次碰撞,依此类推。此外,我们有可能同时击中多颗流星,hits其中可以有多个项目。我们通过循环hits,并根据它的半径为每次命中扣除一些盾牌。最后,如果玩家的盾牌达到0,游戏将结束。
您可能已经注意到的一件事是,由于我们正在删除任何击中玩家的敌人,因此,我们正在减少游戏中的敌人总数。我们希望它保持不变,所以每当我们移除一个敌人时,我们都需要生成一个新的敌人。我们是这样生成原始的敌人,如下所示:
for i in range(8):m = Mob()all_sprites.add(m)mobs.add(m)

但,我们需要生成一个新的敌人,这是重复代码,这是一件坏事。相反,我们将 mob 创建代码移动到一个函数中,我们可以在需要时使用它:
def newmob():m = Mob()all_sprites.add(m)mobs.add(m)

现在,我们可以在游戏开始时,当我们射中敌人时,以及当我们需要替换击中玩家的敌人时,都可以使用该函数:
for i in range(8):newmob()# check to see if a bullet hit a mobhits = pygame.sprite.groupcollide(mobs, bullets, True, True)for hit in hits:score += 50 - hit.radiusrandom.choice(expl_sounds).play()newmob()# check to see if a mob hit the playerhits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)for hit in hits:player.shield -= hit.radius * 2newmob()if player.shield <= 0:running = False


盾牌标尺 我们有一个盾牌的值,我们需要显示它,但不仅仅是显示数字,我们将制作一个条形图,显示盾牌的满/空:
def draw_shield_bar(surf, x, y, pct):if pct < 0:pct = 0BAR_LENGTH = 100BAR_HEIGHT = 10fill = (pct / 100) * BAR_LENGTHoutline_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)

此函数的工作方式与我们之前定义的draw_text函数类似。它将绘制一个长为BAR_LENGTH、高为BAR_HEIGHT 的条形,位于(x, y) 该柱并按pct值填充。我们将绘制两个矩形:第一个矩形将是白色轮廓,第二个矩形是绿色填充部分。我们在游戏循环的绘制部分添加对此函数的调用:
draw_text(screen, str(score), 18, WIDTH / 2, 10)draw_shield_bar(screen, 5, 5, player.shield)

现在我们可以看到当它下降时我们剩下多少盾牌:
此部分的完整代码
# 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 tgfcoderlicensed under CC-BY-3# Art from Kenney.nlimport pygameimport randomfrom os import pathimg_dir = path.join(path.dirname(__file__), 'img')snd_dir = path.join(path.dirname(__file__), 'snd')WIDTH = 480HEIGHT = 600FPS = 60# define colorsWHITE = (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 windowpygame.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 = 0BAR_LENGTH = 100BAR_HEIGHT = 10fill = (pct / 100) * BAR_LENGTHoutline_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 / 2self.rect.bottom = HEIGHT - 10self.speedx = 0self.shield = 100def update(self):self.speedx = 0keystate = pygame.key.get_pressed()if keystate[pygame.K_LEFT]:self.speedx = -8if keystate[pygame.K_RIGHT]:self.speedx = 8self.rect.x += self.speedxif self.rect.right > WIDTH:self.rect.right = WIDTHif self.rect.left < 0:self.rect.left = 0def 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 = 0self.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 = nowself.rot = (self.rot + self.rot_speed) % 360new_image = pygame.transform.rotate(self.image_orig, self.rot)old_center = self.rect.centerself.image = new_imageself.rect = self.image.get_rect()self.rect.center = old_centerdef update(self):self.rotate()self.rect.x += self.speedxself.rect.y += self.speedyif 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_imgself.image.set_colorkey(BLACK)self.rect = self.image.get_rect()self.rect.bottom = yself.rect.centerx = xself.speedy = -10def update(self):self.rect.y += self.speedy# kill if it moves off the top of the screenif self.rect.bottom < 0:self.kill()# Load all game graphicsbackground = 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 soundsshoot_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 = 0pygame.mixer.music.play(loops=-1)# Game looprunning = Truewhile running:# keep loop running at the right speedclock.tick(FPS)# Process input (events)for event in pygame.event.get():# check for closing windowif event.type == pygame.QUIT:running = Falseelif event.type == pygame.KEYDOWN:if event.key == pygame.K_SPACE:player.shoot()# Updateall_sprites.update()# check to see if a bullet hit a mobhits = pygame.sprite.groupcollide(mobs, bullets, True, True)for hit in hits:score += 50 - hit.radiusrandom.choice(expl_sounds).play()newmob()# check to see if a mob hit the playerhits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)for hit in hits:player.shield -= hit.radius * 2newmob()if player.shield <= 0:running = False# Draw / renderscreen.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 displaypygame.display.flip()pygame.quit()

第10部分:爆炸
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