一个失败的案例

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()
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