小学生python游戏编程arcade----6射击及子弹
前言
接上篇文章小学生python游戏编程arcade----基本知识1、2,连接如下:小学生python游戏编程arcade----基本知识,小学生python游戏编程arcade----基本知识2,小学生python游戏编程arcade----基本知识3
射击及子弹
1、初始变量
init的中增加初始变量
# 射击
self.shoot_pressed = False
self.can_shoot = False
self.shoot_timer = 0
2、射击
2.1 健盘控制
on_key_release
if key == arcade.key.Q:
self.shoot_pressed = False
on_key_press
if key == arcade.key.Q:
self.shoot_pressed = True
2.2 子弹加载与运行
子弹加载
# 子弹加载
if self.can_shoot:
if self.shoot_pressed:
arcade.play_sound(self.shoot_sound)
bullet = arcade.Sprite(
“:resources:images/space_shooter/laserBlue01.png”,
BULLET_scale,
)
if self.player_sprite.facing_direction == R_facing:
bullet.change_x = BULLET_speed
else:
bullet.change_x = -BULLET_speed
bullet.center_x = self.player_sprite.center_x
bullet.center_y = self.player_sprite.center_y
self.scene.add_sprite(LAYER_bullet, bullet)
self.can_shoot = False
else:
self.shoot_timer += 1
if self.shoot_timer == SHOOT_speed:
self.can_shoot = True
self.shoot_timer = 0
2.3 子弹更新
# 更新敌人及子弹
self.scene.update([LAYER_enemies, LAYER_bullet])
2.4 子弹碰撞检测
# 子弹的碰撞检测
for bullet in self.scene[LAYER_bullet]:
hit_list = arcade.check_for_collision_with_lists(
bullet,
[
self.scene[LAYER_enemies],
self.scene[LAYER_tree],
],
)
if hit_list:
bullet.remove_from_sprite_lists()
for collision in hit_list:
if (self.scene[LAYER_enemies] in collision.sprite_lists):
# The collision was with an enemy
collision.health -= BULLET_shanghai
if collision.health <= 0:
collision.remove_from_sprite_lists()
self.score += 100
# Hit sound
arcade.play_sound(self.hit_sound)
return
if (bullet.right < 0) or (
bullet.left
> (self.tile_map.width * self.tile_map.tile_width) * TILE_Scaling
):
bullet.remove_from_sprite_lists()```
## 效果:
![在这里插入图片描述](https://img-blog.csdnimg.cn/2e70b3531f644603aff261a017dbd861.png#pic_center)
## 注代码
```python
# _*_ coding: UTF-8 _*_
# 开发人员: Administrator
# 开发时间:2022/11/5 16:59
from arcadegame.mysprite import *
import math
import os
class MyGame(arcade.Window):
def __init__(self):
# 初始化窗体
super().__init__(SCREEN_width, SCREEN_height, SCREEN_title)
self.scene = None
self.player_sprite = None
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# 上下左右按键状态
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.jump_needs_reset = False
arcade.set_background_color(arcade.csscolor.BLUE)
self.physics_engine = None
self.camera = None # 摄象机
self.gui_camera = None # 第二摄象机
self.score = 0
# 加载声音
self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")
self.jump_sound = arcade.load_sound("sounds/s3.wav")
self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
self.shoot_sound = arcade.load_sound(":resources:sounds/hurt5.wav")
self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav")
# 设置地图
self.tile_map = None
# 是否重新设置分数
self.reset_score = True
# 地图的最右边
self.end_of_map = 0
# 关卡级别
self.level = 1
# 射击
self.shoot_pressed = False
self.can_shoot = False
self.shoot_timer = 0
def setup(self):
# 摄象机
self.camera = arcade.Camera(self.width, self.height)
self.gui_camera = arcade.Camera(self.width, self.height)
# 初始化场景
map_name = f"地图\家2.json" # jia{self.level}.json"
# 层属性
layer_options = {
LAYER_platforms: {
"use_spatial_hash": True,
},
LAYER_tree: {
"use_spatial_hash": False,
},
'fz': {
"use_spatial_hash": True,
},
# 'tizi': {
# "use_spatial_hash": True,
# },
'Enemies': {
"use_spatial_hash": True,
},
}
# 读地图文件
self.tile_map = arcade.load_tilemap(map_name, TILE_Scaling, layer_options)
# 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。
self.scene = arcade.Scene.from_tilemap(self.tile_map)
print('精灵列表', self.scene['fz'])
if self.reset_score:
self.score = 0
self.reset_score = True
self.end_of_map = self.tile_map.width * GRID_pixel_size
# 添加角色.
self.wanjia = PlayerCharacter()
self.wanjia.center_x = PLAYER_start_x
self.wanjia.center_y = PLAYER_start_y
self.scene.add_sprite_list_after("wj", LAYER_platforms) # 添加精灵列表,把玩家放在哪一层,前后层在此关健
self.scene.add_sprite("wj",self.wanjia)
# self.physics_engine = arcade.PhysicsEnginePlatformer(
# self.wanjia, gravity_constant=GRAVITY, walls=self.scene[LAYER_tree]
# ) # 此处的walls=指定支撑图层
self.physics_engine = arcade.PhysicsEngineSimple(
self.wanjia,
walls=self.scene['fz'])
# -- 敌人 Enemies
enemies_layer = self.tile_map.object_lists['Enemies']
for my_object in enemies_layer:
print(my_object.shape)
# print(my_object.shape[0],'shap',my_object.shape[1])
# 因我的地图enemies层中有点及距形,点删除了,同一层中不好区分
# if my_object.p
cartesian = self.tile_map.get_cartesian(
my_object.shape[0], my_object.shape[1]
)
enemy_type = my_object.properties["type"]
if enemy_type == "robot":
enemy = RobotEnemy()
elif enemy_type == "zombie":
enemy = ZombieEnemy()
else:
raise Exception(f"Unknown enemy type {enemy_type}.")
enemy.center_x = math.floor(
cartesian[0] * TILE_Scaling * self.tile_map.tile_width
)
enemy.center_y = math.floor(
(cartesian[1] + 1) * (self.tile_map.tile_height * TILE_Scaling)
)
self.scene.add_sprite(LAYER_enemies, enemy)
if "boundary_left" in my_object.properties:
enemy.boundary_left = my_object.properties["boundary_left"]
if "boundary_right" in my_object.properties:
enemy.boundary_right = my_object.properties["boundary_right"]
if "change_x" in my_object.properties:
enemy.change_x = my_object.properties["change_x"]
# # 设置背景色
# if self.tile_map.background_color:
# arcade.set_background_color(self.tile_map.background_color)
# 子弹
self.can_shoot = True
self.shoot_timer = 0
# 增加子弹层
self.scene.add_sprite_list(LAYER_bullet)
def on_draw(self):
self.clear()
self.camera.use() # 摄象机
self.scene.draw() # 摄相机与scence的顺序不能放错,否则不会移动
self.gui_camera.use()
# 在屏幕上绘制分数,用屏幕滚动
score_text = f"得分: {self.score}"
arcade.draw_text(score_text, 10, 500, arcade.csscolor.RED, 18, )
def process_keychange(self):
""" 当我们向上/向下改变键或上/下梯子时调用. """
if not self.up_pressed and not self.down_pressed:
self.wanjia.change_y = 0
elif self.down_pressed:
self.wanjia.change_y = -PLAYER_movement_speed
elif self.up_pressed:
self.wanjia.change_y = PLAYER_movement_speed
# 左右
if self.right_pressed and not self.left_pressed:
self.wanjia.change_x = PLAYER_movement_speed
elif self.left_pressed and not self.right_pressed:
self.wanjia.change_x = -PLAYER_movement_speed
else:
self.wanjia.change_x = 0
def on_key_press(self, key, modifiers):
"""每当按下键时调用."""
if key == arcade.key.UP or key == arcade.key.W:
self.up_pressed = True
elif key == arcade.key.DOWN or key == arcade.key.S:
self.down_pressed = True
elif key == arcade.key.LEFT or key == arcade.key.A:
self.left_pressed = True
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.right_pressed = True
if key == arcade.key.Q:
self.shoot_pressed = True
self.process_keychange()
def on_key_release(self, key, modifiers):
"""键盘释放时"""
if key == arcade.key.UP or key == arcade.key.W:
self.up_pressed = False
self.jump_needs_reset = False
elif key == arcade.key.DOWN or key == arcade.key.S:
self.down_pressed = False
elif key == arcade.key.LEFT or key == arcade.key.A:
self.left_pressed = False
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.right_pressed = False
if key == arcade.key.Q:
self.shoot_pressed = False
self.process_keychange()
def center_camera_to_player(self):
"""摄相机随角色移动"""
screen_center_x = self.wanjia.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.wanjia.center_y - (self.camera.viewport_height / 2)
# 防止相机出界
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
player_centered = screen_center_x, screen_center_y
# print(player_centered)
self.camera.move_to(player_centered)
# print(self.wanjia.center_x)
def on_update(self, delta_time):
"""运动和游戏逻辑"""
self.physics_engine.update() # 运用引擎移动角色
# 掉下或level达到最后一关时,游戏结束,或重新开始
if self.wanjia.center_y < -100 or self.level==3:
self.wanjia.center_x = PLAYER_start_x
self.wanjia.center_y = PLAYER_start_y
arcade.play_sound(self.game_over)
self.process_keychange()
# 更新动画
self.scene.update_animation(delta_time, ['wj', LAYER_enemies])
# 看看敌人是否达到了边界,需要改变方向.
for enemy in self.scene[LAYER_enemies]:
# enemy.left += enemy.change_x 此句通过读sprite中的update()方法已实现
# print(enemy.left,enemy.right,enemy.change_x)
# print(enemy.boundary_left,enemy.boundary_right)
if (
enemy.boundary_right
and enemy.right > enemy.boundary_right
and enemy.change_x > 0
):
enemy.change_x *= -1
if (
enemy.boundary_left
and enemy.left < enemy.boundary_left
and enemy.change_x < 0
):
enemy.change_x *= -1
# 子弹加载
if self.can_shoot:
if self.shoot_pressed:
arcade.play_sound(self.shoot_sound)
bullet = arcade.Sprite(
":resources:images/space_shooter/laserBlue01.png",
BULLET_scale,
)
if self.wanjia.facing_direction == R_facing:
bullet.change_x = BULLET_speed
else:
bullet.change_x = -BULLET_speed
bullet.center_x = self.wanjia.center_x
bullet.center_y = self.wanjia.center_y
self.scene.add_sprite(LAYER_bullet, bullet)
self.can_shoot = False
else:
self.shoot_timer += 1
if self.shoot_timer == SHOOT_speed:
self.can_shoot = True
self.shoot_timer = 0
# 更新敌人及子弹
self.scene.update([LAYER_enemies, LAYER_bullet]) #
# 子弹的碰撞检测
for bullet in self.scene[LAYER_bullet]:
hit_list = arcade.check_for_collision_with_lists(
bullet,
[
self.scene[LAYER_enemies],
self.scene[LAYER_tree],
],
)
if hit_list:
bullet.remove_from_sprite_lists()
for collision in hit_list:
if (self.scene[LAYER_enemies] in collision.sprite_lists):
# The collision was with an enemy
collision.health -= BULLET_shanghai
if collision.health <= 0:
collision.remove_from_sprite_lists()
self.score += 100
# Hit sound
arcade.play_sound(self.hit_sound)
return
if (bullet.right < 0) or (
bullet.left
> (self.tile_map.width * self.tile_map.tile_width) * TILE_Scaling
):
bullet.remove_from_sprite_lists()
# 碰撞检测
player_collision_list = arcade.check_for_collision_with_lists(
self.wanjia,
[
# self.scene[LAYER_tree],
self.scene[LAYER_enemies],
],
)
# 检测磁到的是硬币还是敌人
for collision in player_collision_list:
if self.scene[LAYER_enemies] in collision.sprite_lists:
arcade.play_sound(self.game_over)
self.setup()
return
else:
# 算出这枚硬币值多少分
if "Points" not in collision.properties:
print("警告,收集的硬币没有点数属性.")
else:
points = int(collision.properties["Points"])
self.score += points
# Remove the coin
collision.remove_from_sprite_lists()
arcade.play_sound(self.collect_coin_sound)
# 是否走到地图尽头
if self.wanjia.center_x >= self.end_of_map:
# 关卡升级
self.level += 1
# 不需重新积分
self.reset_score = False
# 加载下个场景
self.setup()
self.center_camera_to_player() # 摄象机
def main():
"""主程序"""
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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