小学生python游戏编程arcade----坦克大战2
前言
接上篇文章继续解绍arcade游戏编程的基本知识。准备显示英语单词,让小朋友根据提示打敌人或救朋友,完成系列任务的同时,学习英语单词。此节讲如何设计提示框及子弹计数问题
多摄象头显得分,title地图加载,精灵分层管理,移动精灵
1、提示框制作
1.1养眼绿色
考虑到学生用眼问题,提示框的制作,使用护眼色 绿色 RGB(199,237,204)
豆沙绿RGB
色调:85;饱和度:123;亮度:205,
R: 199; G: 237; B:204;
颜色代码是: #C7EDCC
1.2 画距形提示框
一种画距形
color1 = (199, 237, 204)
# 参数:距形中心位置,宽,高,颜色,线宽
rect = arcade.create_rectangle(SCREEN_width/2, SCREEN_height-60/2,SCREEN_width,60,color1)
第二种,画距形,可变色
# 画距形
# color1 = (199, 237, 204)
# color2 = (199, 237, 194)
# # 上左,上右,下右,下左四个点
# points = (0, SCREEN_height), (SCREEN_width, SCREEN_height), (SCREEN_width, SCREEN_height-50), (0, SCREEN_height-50)
# colors = (color1, color1, color2, color2)
# rect = arcade.create_rectangle_filled_with_colors(points, colors)
1.3 效果图
1.4 提示框加提示
self.text_remind = arcade.Text(
f"提醒: {self.words+self.ememy_name}",
start_x=(SCREEN_width-len(self.words+self.ememy_name)*18)/2,
start_y=SCREEN_height-30,
color=arcade.csscolor.RED,
font_size=18,
)
![在这里插入图片描述](https://img-blog.csdnimg.cn/059f83a01bc34196870a9ca4b2d256ed.png#pic_center)
最后根据,只在上面显示提示信息就好,不加提示距形了
整体代码(带提示框的):
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
self.tankdl = 0.1
self.ememy_name='scholl'
self.words = '请不要打击你的朋友--'
self.init_rect()
def setup_enemy(self):
pass
# # -- 敌人 Enemies 先定敌人类
# 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"]
def setup_player(self):
# 添加角色.
self.wanjia = Tank("images/坦克.png", 0.5)
self.wanjia.center_x = PLAYER_start_x
self.wanjia.center_y = PLAYER_start_y
self.scene.add_sprite("wj", self.wanjia)
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'])
def setup_map(self):
# 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'])
self.end_of_map = self.tile_map.width * GRID_pixel_size
def setup(self):
# 摄象机
self.camera = arcade.Camera(SCREEN_width, SCREEN_height)
self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_height)
self.setup_map()
if self.reset_score:
self.score = 0
self.reset_score = True
# 添加角色.
self.setup_player()
self.setup_enemy()
# 增加子弹层
self.scene.add_sprite_list_after(LAYER_bullet, 'wj')
def on_show_view(self):
self.setup()
def on_key_press(self, key: int, modifiers: int):
if not self.wanjia.respawning and key == arcade.key.SPACE and self.wanjia.bullets>0:
bullet_sprite = BulletSprite(":resources:images/space_shooter/"
"laserBlue01.png",
1)
self.wanjia.bullets -= 1
bullet_sprite.guid = "子弹"
bullet_speed = 13
bullet_sprite.change_y = \
math.cos(math.radians(self.wanjia.angle)) * bullet_speed
bullet_sprite.change_x = \
-math.sin(math.radians(self.wanjia.angle)) \
* bullet_speed
bullet_sprite.center_x = self.wanjia.center_x
bullet_sprite.center_y = self.wanjia.center_y
bullet_sprite.update()
self.scene[LAYER_bullet].append(bullet_sprite)
# arcade.play_sound(self.laser_sound, speed=random.random() * 3 + 0.5)
if key == arcade.key.LEFT:
self.wanjia.change_angle = 3
elif key == arcade.key.RIGHT:
self.wanjia.change_angle = -3
elif key == arcade.key.UP:
self.wanjia.thrust = self.tankdl
elif key == arcade.key.DOWN:
self.wanjia.thrust = -self.tankdl
def on_key_release(self, key: int, modifiers: int):
if key == arcade.key.LEFT:
self.wanjia.change_angle = 0
elif key == arcade.key.RIGHT:
self.wanjia.change_angle = 0
elif key == arcade.key.UP:
self.wanjia.thrust = 0
elif key == arcade.key.DOWN:
self.wanjia.thrust = 0
def init_rect(self):
self.shapes = arcade.ShapeElementList()
# 画距形
# color1 = (199, 237, 204)
# color2 = (199, 237, 194)
# # 上左,上右,下右,下左四个点
# points = (0, SCREEN_height), (SCREEN_width, SCREEN_height), (SCREEN_width, SCREEN_height-50), (0, SCREEN_height-50)
# colors = (color1, color1, color2, color2)
# rect = arcade.create_rectangle_filled_with_colors(points, colors)
color1 = (199, 237, 204)
# 参数:距形中心位置,宽,高,颜色,线宽
rect = arcade.create_rectangle(SCREEN_width/2, SCREEN_height-60/2,SCREEN_width,60,color1)
self.shapes.append(rect)
self.text_remind = arcade.Text(
f"提醒: {self.words+self.ememy_name}",
start_x=(SCREEN_width-len(self.words+self.ememy_name)*18)/2,
start_y=SCREEN_height-30,
color=arcade.csscolor.RED,
font_size=18,
)
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
# for enemy in self.scene[LAYER_enemies]:
# arcade.draw_text(enemy.string, enemy.left, enemy.top+20, arcade.csscolor.RED, 30, )
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"子弹数: {self.wanjia.bullets}"
arcade.draw_text(score_text, 10, 600, arcade.csscolor.RED, 18, )
self.shapes.draw()
self.text_remind.draw()
# 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.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)
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.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 update_ememy(self):
pass
# 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, )
#
#
# # 更新敌人及子弹
# self.scene.update([LAYER_enemies, LAYER_bullet]) #
def on_update(self, delta_time: float):
# print(self.physics_engine)
self.physics_engine.update() # 运用引擎移动角色
self.scene['wj'].update()
self.scene[LAYER_bullet].update()
# # 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)
# 更新动画
self.update_ememy()
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()
2、子弹计数问题
2.1 初始时给一定的子弹量
在tank类中增加变量
# 子弹数
self.bullets = 10
2.2 发射子弹时进行控制
if not self.wanjia.respawning and key == arcade.key.SPACE and self.wanjia.bullets>0:
bullet_sprite = BulletSprite(":resources:images/space_shooter/"
"laserBlue01.png",
1)
self.wanjia.bullets -= 1
bullet_sprite.guid = "子弹"
bullet_speed = 13
bullet_sprite.change_y = \
math.cos(math.radians(self.wanjia.angle)) * bullet_speed
bullet_sprite.change_x = \
-math.sin(math.radians(self.wanjia.angle)) \
* bullet_speed
bullet_sprite.center_x = self.wanjia.center_x
bullet_sprite.center_y = self.wanjia.center_y
bullet_sprite.update()
self.scene[LAYER_bullet].append(bullet_sprite)
2.3 效果图
3、确定版本
3.1 不要边框的提示
子弹数显示,以例调试
3.2 场景转换
此模块,包含了场景前期设计
3.3 效果图
点击开始按钮后进入
3.4 代码实现
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
self.tankdl = 0.1
self.ememy_name='scholl'
self.words = '请不要打击你的朋友--'
self.init_rect()
def setup_enemy(self):
pass
# # -- 敌人 Enemies 先定敌人类
# 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"]
def setup_player(self):
# 添加角色.
self.wanjia = Tank("images/坦克.png", 0.5)
self.wanjia.center_x = PLAYER_start_x
self.wanjia.center_y = PLAYER_start_y
self.scene.add_sprite("wj", self.wanjia)
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'])
def setup_map(self):
# 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'])
self.end_of_map = self.tile_map.width * GRID_pixel_size
def setup(self):
# 摄象机
self.camera = arcade.Camera(SCREEN_width, SCREEN_height)
self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_height)
self.setup_map()
if self.reset_score:
self.score = 0
self.reset_score = True
# 添加角色.
self.setup_player()
self.setup_enemy()
# 增加子弹层
self.scene.add_sprite_list_after(LAYER_bullet, 'wj')
def on_show_view(self):
self.setup()
def on_key_press(self, key: int, modifiers: int):
if not self.wanjia.respawning and key == arcade.key.SPACE and self.wanjia.bullets>0:
bullet_sprite = BulletSprite(":resources:images/space_shooter/"
"laserBlue01.png",
1)
self.wanjia.bullets -= 1
bullet_sprite.guid = "子弹"
bullet_speed = 13
bullet_sprite.change_y = \
math.cos(math.radians(self.wanjia.angle)) * bullet_speed
bullet_sprite.change_x = \
-math.sin(math.radians(self.wanjia.angle)) \
* bullet_speed
bullet_sprite.center_x = self.wanjia.center_x
bullet_sprite.center_y = self.wanjia.center_y
bullet_sprite.update()
self.scene[LAYER_bullet].append(bullet_sprite)
# arcade.play_sound(self.laser_sound, speed=random.random() * 3 + 0.5)
if key == arcade.key.LEFT:
self.wanjia.change_angle = 3
elif key == arcade.key.RIGHT:
self.wanjia.change_angle = -3
elif key == arcade.key.UP:
self.wanjia.thrust = self.tankdl
elif key == arcade.key.DOWN:
self.wanjia.thrust = -self.tankdl
def on_key_release(self, key: int, modifiers: int):
if key == arcade.key.LEFT:
self.wanjia.change_angle = 0
elif key == arcade.key.RIGHT:
self.wanjia.change_angle = 0
elif key == arcade.key.UP:
self.wanjia.thrust = 0
elif key == arcade.key.DOWN:
self.wanjia.thrust = 0
def init_rect(self):
self.shapes = arcade.ShapeElementList()
# color1 = (199, 237, 204)
# # 参数:距形中心位置,宽,高,颜色,线宽
# rect = arcade.create_rectangle(SCREEN_width/2, SCREEN_height-60/2,SCREEN_width,60,color1)
# self.shapes.append(rect)
self.text_remind = arcade.Text(
f"提醒: {self.words+self.ememy_name}",
start_x=(SCREEN_width-len(self.words+self.ememy_name)*18)/2,
start_y=SCREEN_height-30,
color=arcade.csscolor.RED,
font_size=18,
)
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
# for enemy in self.scene[LAYER_enemies]:
# arcade.draw_text(enemy.string, enemy.left, enemy.top+20, arcade.csscolor.RED, 30, )
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"子弹数: {self.wanjia.bullets}"
arcade.draw_text(score_text, 10, 400, arcade.csscolor.RED, 18, )
self.shapes.draw()
self.text_remind.draw()
# 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.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)
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.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 update_ememy(self):
pass
# 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, )
#
#
# # 更新敌人及子弹
# self.scene.update([LAYER_enemies, LAYER_bullet]) #
def on_update(self, delta_time: float):
# print(self.physics_engine)
self.physics_engine.update() # 运用引擎移动角色
self.scene['wj'].update()
self.scene[LAYER_bullet].update()
# # 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)
# 更新动画
self.update_ememy()
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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