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。
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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:
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# 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:
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# 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:
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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:
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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:
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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:
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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:
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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:
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# 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() |
第10部分:爆炸
到此这篇关于Pygame游戏开发之太空射击实战盾牌篇的文章就介绍到这了,更多相关Pygame盾牌内容请搜索服务器之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持服务器之家!
原文链接:https://acktomas.blog.csdn.net/article/details/126033660