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

在这里插入图片描述

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)

在这里插入图片描述

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

在这里插入图片描述

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

在这里插入图片描述
点击开始按钮后进入
在这里插入图片描述

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()


源码获取

关注博主后,私聊博主免费获取
需要技术指导,育娃新思考,企业软件合作等更多服务请联系博主

今天是以此模板持续更新此育儿专栏的第 22/50次。
可以关注我,点赞我、评论我、收藏我啦。

  • 4
    点赞
  • 14
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 2
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

信息化未来

你的鼓励将是我创作的最大动力!

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值