python飛機大戰(zhàn)11- 玩家多條命
1 玩家爆炸
將使用不同的爆炸動畫來制作玩家的死亡。
只需像其他爆炸那樣加載那些幀≡籼眨現(xiàn)在加載代碼如下所示:
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(1,6):
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img, (Mob().leng + 5, Mob().leng + 5))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (16, 16))
explosion_anim['sm'].append(img_sm)
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir,filename)).convert()
img.set_colorkey(BLACK)
img_player = pygame.transform.scale(img, (50, 50))
explosion_anim['player'].append(img_player)
不需要更改 Explosion sprite類中的任何內(nèi)容掉房,因此只需要在玩家的血條耗盡時創(chuàng)建玩家爆炸汽摹「樱可以在檢查玩家與流星碰撞的游戲循環(huán)中添加:
# 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.leng/5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
death_explosion = Explosion(player.rect.center,'player')
all_sprites.add(death_explosion)
running = False
?? 但是煎饼,如果你運行程序舵揭,你會看到現(xiàn)在有一個問題:當(dāng)玩家死亡時谤专,設(shè)置 running 為 False 使游戲結(jié)束,沒有機會看到漂亮爆炸午绳!
?? 要解決這個問題置侍,需要在爆炸完成之前不要結(jié)束游戲。所以將刪除玩家拦焚,但 running 在爆炸消失之前不會設(shè)置為 False :
# 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.leng/5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
death_explosion = Explosion(player.rect.center,'player')
all_sprites.add(death_explosion)
player.kill()
# if the player died and the explosion has finished playing
if not player.alive() and not death_explosion.alive():
running = False
alive() 函數(shù)只返回特定精靈是否存活蜡坊。調(diào)用 kill() 函數(shù)后alive()函數(shù)返回False。
2 多條生命
?? 現(xiàn)在將為玩家提供多條生命赎败★跹茫可以使用變量跟蹤它,但也希望能夠在屏幕上顯示它僵刮。使用較小的玩家飛船圖像來表示剩下多少生命灾梦。首先,將創(chuàng)建較小的圖像:
player_img = pygame.image.load(path.join(img_dir, 'my_plane.png')).convert()
player_mini_img = pygame.transform.scale(24,16)
player_mini_img.set_colorkey(BLACK)
現(xiàn)在將在 Player 類中添加一些新參數(shù) __init__() :生命計數(shù)器self.lives妓笙,一個標(biāo)記self.hidden(可以是 True 或者變量 False )隱藏/顯示玩家若河,以及一個控制玩家隱藏時間的計時器self.hide_timer:
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
現(xiàn)在,當(dāng)玩家死亡時不是使用 kill() 寞宫,而是將隱藏玩家并從中減去1 lives 萧福。還為下一次生命重置血條:
# 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.leng/5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.hide()
player.lives -= 1
player.shield = 100
# if the player died and the explosion has finished playing
if player.lives == 0 and not death_explosion.alive():
running = False
接下來,需要定義 hide()方法辈赋。 Player 類中將添加一個hide()方法鲫忍,該方法將 hidden 標(biāo)志設(shè)置為 True 并啟動計時器膏燕。還需要確保在玩家被隱藏時,它不會被流星擊中悟民。有幾種方法可以做到這一點坝辫,一個不需要添加/刪除組等的簡單方法就是暫時將玩家從屏幕底部移開:
def hide(self):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH/2, HEIGHT+200)
在玩家的 update() 方法中,需要判斷是否已經(jīng)過了足夠的時間(現(xiàn)在使用1秒)射亏,如果是近忙,取消隱藏:
def update(self):
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10
3 生命計數(shù)器顯示
為了顯示生命,將創(chuàng)建一個類似 draw_shield_bar() 的功能智润,這將讓將生命計數(shù)器放在給定的位置:
def draw_lives(surf,x,y,lives,img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img,img_rect)
然后及舍,在游戲循環(huán)的繪圖部分添加對此函數(shù)的調(diào)用:
draw_lives(screen,WIDTH - 100, 5, player.lives, player_mini_img)
# Shmup game - part 11
# shmup.py
# 多條生命
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
mp3_dir = path.join(path.dirname(__file__), 'mp3')
WIDTH = 512 # width of our game window
HEIGHT = 768 # height of our game window
FPS = 60 # 60 frames per second
# Colors(R,G,B),define color
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create windw
pygame.init() # 啟動pygame并初始化
pygame.mixer.init() # 聲音初始化
screen = pygame.display.set_mode((WIDTH, HEIGHT)) # 游戲屏幕,按照在配置常量中設(shè)置的大小創(chuàng)建
pygame.display.set_caption("Shmup!")
icon = pygame.image.load("img/alien.ico")
pygame.display.set_icon(icon)
clock = pygame.time.Clock() # 創(chuàng)建一個時鐘以便于確保游戲能以指定的FPS運行
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) # 第4個參數(shù)默認值為0窟绷,表示填充矩形內(nèi)部
def draw_lives(surf, x, y, lives, img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img, img_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (60, 40))
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.speedy = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
def update(self):
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10
# any code here will happen every time the game loop updates
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if keystate[pygame.K_UP]:
self.speedy = -5
if keystate[pygame.K_DOWN]:
self.speedy = 5
self.rect.y += self.speedy
if keystate[pygame.K_SPACE]:
self.shoot()
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
if self.rect.top < 0:
self.rect.top = 0
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
def hide(self):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH/2, HEIGHT-10)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.leng = random.randrange(30, 70, 10)
self.image_orig = pygame.transform.scale(random.choice(meteor_img), (self.leng, self.leng))
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width / 2)
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedx = random.randrange(-3, 3)
self.speedy = random.randrange(1, 5)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
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 < -50 or self.rect.right > WIDTH + 50:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 5)
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
# do rotate here
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
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(bullet_img, (48, 48))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -8
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()
class Explosion(pygame.sprite.Sprite):
def __init__(self,center,size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
# load all game graphics
background = pygame.image.load(path.join(img_dir, 'background2.jpg')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, 'my_plane.png')).convert()
player_mini_img = pygame.transform.scale(player_img,(24,16))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, 'bullet.png')).convert()
meteor_img = []
meteor_list = ['enemy1.png']
for img in meteor_list:
meteor_img.append(pygame.image.load(path.join(img_dir, img)).convert())
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(1,6):
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img, (Mob().leng + 5, Mob().leng + 5))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (16, 16))
explosion_anim['sm'].append(img_sm)
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_player = pygame.transform.scale(img, (50, 50))
explosion_anim['player'].append(img_player)
# load all game sound
shoot_sound = pygame.mixer.Sound(path.join(mp3_dir, 'hero_fire.wav'))
expl_sounds = []
for expl in ['explosion2.wav','explosion3.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(mp3_dir, expl)))
pygame.mixer.music.load(path.join(mp3_dir, 'bgm.mp3'))
pygame.mixer.music.set_volume(0.2)
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) # 這是游戲主循環(huán)锯玛,通過變量running控制,如果需要
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
# Update # 游戲結(jié)束的話直接將running設(shè)為False即可
all_sprites.update()
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True, pygame.sprite.collide_rect_ratio(0.6))
for hit in hits:
score += 100 - hit.leng
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
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.leng/5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.hide() # 效果不明顯兼蜈,因為之前已經(jīng)定義了飛機不能超出屏幕
player.lives -= 1
player.shield = 100
# if the player died and the explosion has finished playing
if player.lives == 0 and not death_explosion.alive():
running = False
# Render(draw) # 現(xiàn)在還沒有確定具體的代碼攘残,先用一些基本代碼填充,后續(xù)再補充
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH/2, 10)
draw_text(screen, str(player.shield), 15, 20, 20)
draw_shield_bar(screen, 5, 5, player.shield)
draw_lives(screen,WIDTH - 100, 5, player.lives, player_mini_img)
# *after* drawing everything,flip the display
pygame.display.flip()
pygame.quit()
項目代碼可以查看我的github为狸,網(wǎng)址為
alien-invasion