在這個(gè)系列中鼎兽,將制作一個(gè)雷霆戰(zhàn)機(jī)游戲额各。
GIF.gif
敵人精靈
首先定義Mob(小怪物)類(lèi)型:
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
這里的關(guān)鍵是為小怪物初始化一個(gè)好的位置缺狠。選擇一個(gè)高于頂部的值(y <0)和一個(gè)介于左右兩邊之間的x的隨機(jī)值丢间。
在update函數(shù)中抱虐,更新精靈y軸的坐標(biāo),向下移動(dòng)精靈梢夯;精靈離開(kāi)底部時(shí)言疗,通過(guò)將精靈移回頂部上方的隨機(jī)位置來(lái)制造下一個(gè)精靈。
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
一群敵機(jī)
使用for語(yǔ)句厨疙,循環(huán)創(chuàng)建一些怪物洲守,并將它們添加到精靈組中:
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
現(xiàn)在應(yīng)該有一群怪物涌入屏幕疑务,如下所示:
這很棒,但讓小怪直接向下移動(dòng)有點(diǎn)無(wú)聊梗醇。讓在x方向上添加一點(diǎn)運(yùn)動(dòng):
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
請(qǐng)注意知允,更改了怪物移出屏幕的判斷語(yǔ)句。對(duì)角線(xiàn)移動(dòng)的怪物可能會(huì)在它離開(kāi)底部之前就離開(kāi)側(cè)面叙谨。
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
你的游戲現(xiàn)在應(yīng)該是這樣的:
image
整合到一起
# Shmup game - part 2
# Video link: https://www.youtube.com/watch?v=-5GNbL33hz0
# Enemy sprites
import pygame
import random
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()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
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
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
# 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
# Update
all_sprites.update()
# Draw / render
screen.fill(BLACK)
all_sprites.draw(screen)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()
在下一課中温鸽,將學(xué)習(xí)如何檢測(cè)兩個(gè)精靈何時(shí)碰到對(duì)方(碰撞)并讓玩家回?fù)艄治铩?/p>