from arcadegame.guigl import * from arcadegame.mysprite import * from arcadegame.tank import * import os class GameView(arcade.View): def __init__(self): super().__init__() self.scene = None self.wanjia = None file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) 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 self.tank_direction = 0.0 # # 前进和后退油门 self.tank_turning = 0.0 # 向左或向右转的力度 self.mouse_pos = 0, 0 self.view_bottom = 0 self.view_left = 0 def setup(self): # 摄象机 self.camera = arcade.Camera(SCREEN_width, SCREEN_height) self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_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 = Tanke() self.wanjia.tank.center_x = PLAYER_start_x self.wanjia.center_y = PLAYER_start_y self.scene.add_sprite("wj", self.wanjia.tank) self.scene.add_sprite("wj", self.wanjia.barrel) 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.PhysicsEngineSimple( self.wanjia, walls=self.scene['fz']) # -- 敌人 Enemies enemies_layer = self.tile_map.object_lists['Enemies'] for my_object in enemies_layer: 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"] # 子弹 self.can_shoot = True self.shoot_timer = 0 # 增加子弹层 self.scene.add_sprite_list(LAYER_bullet) def on_show_view(self): self.setup() def on_key_press(self, key: int, modifiers: int): if key == arcade.key.W or key == arcade.key.UP: self.tank_direction += 1 elif key == arcade.key.DOWN or key == arcade.key.S: self.tank_direction -= 1 elif key == arcade.key.LEFT or key == arcade.key.A: self.tank_turning += 1 elif key == arcade.key.RIGHT or key == arcade.key.D: self.tank_turning -= 1 elif key == arcade.key.SPACE: self.shoot_pressed = True def on_key_release(self, key: int, modifiers: int): if key == arcade.key.W or key == arcade.key.UP: self.tank_direction -= 1 elif key == arcade.key.DOWN or key == arcade.key.S: self.tank_direction += 1 elif key == arcade.key.LEFT or key == arcade.key.A: self.tank_turning -= 1 elif key == arcade.key.RIGHT or key == arcade.key.D: self.tank_turning += 1 elif key == arcade.key.SPACE: self.shoot_pressed = False def on_mouse_motion(self, x: int, y: int, dx: int, dy: int): self.mouse_pos = x, y def on_click_start(self, event): print("自定义方法调用--开始:", event) 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, ) score_text = f"view-left-top: {self.view_left},{self.view_bottom}" arcade.draw_text(score_text, 10, 400, arcade.csscolor.RED, 18, ) score_text = f"玩家: {self.wanjia.tank.center_x}" arcade.draw_text(score_text, 10, 600, arcade.csscolor.RED, 18, ) # for enemy in self.scene[LAYER_enemies]: # arcade.draw_text(enemy.string, enemy.left, enemy.top-80, arcade.csscolor.RED, 30, ) # arcade.draw_text(str(int(self.wanjia.barrel.top))+';'+str(int(self.wanjia.barrel.left)), 10, 300, arcade.csscolor.RED, 18, ) def center_camera_to_player(self): """摄相机随角色移动""" screen_center_x = self.wanjia.tank.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.tank.center_x) # 定义一个相机边框的左边距离 left_boundary = self.view_left + (self.camera.viewport_width / 2) if self.wanjia.tank.center_x < left_boundary: self.view_left -= left_boundary - self.wanjia.tank.center_x else: self.view_left += self.wanjia.tank.center_x - left_boundary top_boundary = self.view_bottom + (self.camera.viewport_height / 2) if self.wanjia.center_y < top_boundary: self.view_bottom -= left_boundary - self.wanjia.center_y else: self.view_bottom += self.wanjia.center_y - top_boundary def gxzidan(self): # 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, ) # 开始点位置 start_x = self.wanjia.barrel.center_x start_y = self.wanjia.barrel.center_y # 从鼠标中获取项目符号的目标位置 # #重要!如果你有滚动屏幕,你还需要 # #添加self.view_bottom和self.view_left。 dest_x = self.mouse_pos[0] dest_y = self.mouse_pos[1] # Do math to calculate how to get the bullet to the destination. # Calculation the angle in radians between the start points # and end points. This is the angle the bullet will travel. x_diff = dest_x - start_x y_diff = dest_y - start_y angle = math.atan2(y_diff, x_diff) # Angle the bullet sprite so it doesn't look like it is flying # sideways. bullet.angle = math.degrees(angle) print(f"子弹: {bullet.angle:.2f}") print(f"炮台: {self.wanjia.barrel.angle:.2f}") # Taking into account the angle, calculate our change_x # and change_y. Velocity is how fast the bullet travels. bullet.change_x = math.cos(angle) * BULLET_speed bullet.change_y = math.sin(angle) * BULLET_speed bullet.center_x = start_x+ math.cos(angle) *80 bullet.center_y = start_y+ math.sin(angle) *80 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 def bengchuang(self): # 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.tank.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() def on_update(self, delta_time: float): # print(self.physics_engine) self.physics_engine.update() # 运用引擎移动角色 # dest = self.mouse_pos[0]+self.view_left, self.mouse_pos[1]+self.view_bottom self.wanjia.move_tank(delta_time,self.tank_turning,self.tank_direction,self.mouse_pos) # # 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.tank.center_x = PLAYER_start_x # self.wanjia.center_y = PLAYER_start_y # arcade.play_sound(self.game_over) # 更新动画 self.scene.update_animation(delta_time, [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]: 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 # print(enemy.string) arcade.draw_text(enemy.string, enemy.center_x, enemy.center_y, arcade.csscolor.RED, 18, ) # 子弹加载 self.gxzidan() # 更新敌人及子弹 self.scene.update([LAYER_enemies, LAYER_bullet]) # self.center_camera_to_player() # 摄象机 class MainMenu(arcade.View): """Class that manages the 'menu' view.""" def on_show_view(self): """设置背景""" arcade.set_background_color(arcade.color.WHITE) self.g = GuiGL() # 初始化场景 self.background = arcade.Sprite("images/坦克12.png", 1.4) self.background.center_x = SCREEN_width / 2 self.background.center_y = SCREEN_height / 2 # 设置背景色 arcade.set_background_color(arcade.color.DARK_BLUE_GRAY) # 事件方法2,自定义方法函数 self.g.start_button.on_click = self.on_click_start def on_draw(self): self.clear() self.background.draw() self.g.manager.draw() score_text = f"坦克大战" arcade.draw_text( score_text, SCREEN_width / 2-80, SCREEN_height / 2+220, arcade.csscolor.GOLD, 30, ) def on_click_start(self, event): print("自定义方法调用--开始:", event) game_view = GameView() self.window.show_view(game_view) class GameOverView(arcade.View): """结整界面""" def on_show_view(self): """设置背景""" arcade.set_background_color(arcade.color.BLACK) def on_draw(self): """Draw the game overview""" self.clear() arcade.draw_text( "游戏结束,点击重新开始", SCREEN_width / 2, SCREEN_height / 2, arcade.color.WHITE, 30, anchor_x="center", ) def on_mouse_press(self, _x, _y, _button, _modifiers): """Use a mouse press to advance to the 'game' view.""" game_view = GameView() self.window.show_view(game_view) def main(): """主函数""" window = arcade.Window(SCREEN_width, SCREEN_height, SCREEN_title) menu_view = MainMenu() window.show_view(menu_view) arcade.run() if __name__ == "__main__": main()
一个失败的案例
最新推荐文章于 2024-07-21 22:27:18 发布