Pygame盾牌
acktomas 人气:0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 = 0 self.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 player hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle) if hits: running = False
我们需要做一些改变:
# 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 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 = 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:
# 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()
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