小学生python游戏编程arcade----坦克大战3

前言

接以上多篇文章解绍arcade游戏编程的基本知识,回归主题,继续完善孩子的梦想,坦克大战,学习单词,搭建整体的框架,主要包括,游戏的开始界面,进行界面,结束界面,角色控制,子弹发射,地图加载,英语单词显示,提示,分数显示,爆炸显示及精灵,敌人自动寻路,开火,碰撞检测等,初具模型,慢慢加载完善。

整体解绍

1、坦克大战3–未完,只是功能初具

1.1 文件结构

在这里插入图片描述

1.2 类

界面类:guigl
粒子类:particle
基本设置:seting_tank
角色类:tank

1.3 角色类

在这里插入图片描述

1.4 粒子类

在这里插入图片描述

1.5 主程序框

在这里插入图片描述

1.6 main函数

注释处,为了调试方便,不显示开始界面,直接进行主程序
def main():
“”“主函数”“”
window = arcade.Window(SCREEN_width, SCREEN_height, SCREEN_title)
# menu_view = MainMenu()
menu_view = GameView()
window.show_view(menu_view)
arcade.run()

1.7 效果图

在这里插入图片描述
在这里插入图片描述

1.8 代码实现

from arcadegame.guigl import *
from arcadegame.particle import *
from arcadegame.tank import *
import os
import random


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.BLACK)

        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.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")
        self.hit_sound1 = arcade.load_sound(":resources:sounds/explosion1.wav")
        self.hit_sound2 = arcade.load_sound(":resources:sounds/explosion2.wav")
        self.hit_sound3 = arcade.load_sound(":resources:sounds/hit1.wav")
        self.hit_sound4 = arcade.load_sound(":resources:sounds/hit2.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
        self.top_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()
        self.frame_count=0

    def setup_enemy(self):
        # pass
        self.scene.add_sprite_list_after(LAYER_tanks, 'wj')
        words={'book':'书','bag':'书包','english':'英语'}

        for x in words:
            tank = Enemy_tank("images/坦克2.png", 0.5, SCREEN_width*random.random(), SCREEN_height - 200)
            tank.word = x
            tank.hz = words[x]
            self.scene.add_sprite(LAYER_tanks,tank)

    def setup_player(self):
        # 添加角色.
        self.wanjia = Tank("images/坦克.png", 0.5, self.end_of_map, self.top_of_map)
        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['建筑物'])

    def setup_map(self):
        # 初始化场景
        map_name = f"地图\佛相广场.json"  # jia{self.level}.json"
        # 层属性
        layer_options = {
            LAYER_platforms: {
                "use_spatial_hash": True,
            },
            LAYER_tree: {
                "use_spatial_hash": False,
            },
            '建筑物': {
                "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(self.tile_map.width,self.tile_map.height)
        self.end_of_map = self.tile_map.width * self.tile_map.tile_height * TILE_Scaling
        self.top_of_map = self.tile_map.height * self.tile_map.tile_width * TILE_Scaling

    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')
        # 增加爆炸粒子列表
        self.scene.add_sprite_list_after(LAYER_explosions, '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.shoot_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 aa in self.scene[LAYER_tanks]:
            aa.draw_word(aa.left, aa.top + 20)
        # 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.wanjia.top}地图高{self.top_of_map}"
        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()


    # 摄相机随角色移动
    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)

    # 子弹碰撞检测
    def collision_bullet(self):
        # 子弹的碰撞检测
        for bullet in self.scene[LAYER_bullet]:
            # hit_list = arcade.check_for_collision_with_list(bullet,  self.scene['建筑物'])
            hit_list = arcade.check_for_collision_with_lists(
                bullet,
                [
                    # self.scene[LAYER_enemies],
                    # self.scene[LAYER_tree],
                    self.scene['建筑物'],
                ],
            )

            if hit_list:
                bullet.remove_from_sprite_lists()

                # for collision in hit_list:
                #     if (self.scene[LAYER_enemies] in collision.sprite_lists):
                #         # 磁撞的是敌人 根据子弹伤害及敌人生命值确定争分数及消失
                #         collision.health -= BULLET_shanghai
                #
                #         if collision.health <= 0:
                #             collision.remove_from_sprite_lists()
                #             self.score += 100
                #
                #         # 声音
                #         arcade.play_sound(self.hit_sound)

                for cc in hit_list:
                    print(cc)
                    if (self.scene['建筑物'] in cc.sprite_lists):
                        # 磁撞的是建筑物,  制造爆炸
                        for i in range(20):
                            particle = Particle(self.scene[LAYER_explosions])
                            particle.position = cc.position  # 粒子位置,也即敌人位置
                            self.scene[LAYER_explosions].append(particle)

                        smoke = Smoke(30)
                        smoke.position = cc.position  # 烟雾位置
                        self.scene[LAYER_explosions].append(smoke)

                        cc.remove_from_sprite_lists()

                        # 爆炸声音
                        arcade.sound.play_sound(self.hit_sound)
                return

            # 如过子弹超过屏幕则删掉.
            if (bullet.right < 0) or (bullet.bottom > SCREEN_height) or (
                    bullet.left > (self.tile_map.width * self.tile_map.tile_width) * TILE_Scaling) :
                bullet.remove_from_sprite_lists()

    # 碰撞检测
    def collision_all(self):
        self.collision_bullet()
        # 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()

    # 敌人更新
    def update_ememy_tank(self):

        self.frame_count += 1

        for enemy in self.scene[LAYER_tanks]:
            enemy.update()
            # 首先,计算与角色的角度。我们可以这样做只有当子弹发射时,但在这种情况下,我们会轮换
            # 敌人每一帧都要面对玩家,所以我们会这样做
            # 起始位置
            start_x = enemy.center_x
            start_y = enemy.center_y

            # 目标位置
            dest_x = self.wanjia.center_x
            dest_y = self.wanjia.center_y

            # 计算子弹行进的角度。
            x_diff = dest_x - start_x
            y_diff = dest_y - start_y
            angle = math.atan2(y_diff, x_diff)

            # 设置敌人面向角色
            enemy.angle = math.degrees(angle) - 90

            # 每60帧发射一次
            # to_player_leng=
            if (self.frame_count % 60 == 0):
                # 利用粒子制子弹
                bullet = arcade.SpriteCircle(8, arcade.color.RED)
                bullet.center_x = start_x
                bullet.center_y = start_y

                # 设置子弹角度朝向角色
                bullet.angle = math.degrees(angle)

                # 根据角度,计算子弹的变化change_x和change_y。速度是子弹行进的速度。
                bullet.change_x = math.cos(angle) * 10
                bullet.change_y = math.sin(angle) * 10

                self.scene.add_sprite(LAYER_bullet,bullet)
                # self.bullet_list.append(bullet)

        self.scene[LAYER_tanks].update()

    def on_update(self, delta_time: float):
        self.physics_engine.update()  # 运用引擎移动角色
        self.collision_all()

        self.scene['wj'].update()
        self.scene[LAYER_bullet].update()
        self.scene[LAYER_explosions].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_tank()
        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/战场1.png", 1.3)
        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()
    # menu_view = GameView()
    window.show_view(menu_view)
    arcade.run()


if __name__ == "__main__":
    main()


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