小学生python游戏编程arcade----坦克大战4
前言
接上篇文章继续解绍arcade游戏编程的基本知识。今天基本可玩了,让孩子试试
坦克大战4
1.1 每单元英语单词学完升级效果
1.2 单词调用及敌坦克随机问题
self.scene.add_sprite_list_after(LAYER_tanks, 'wj')
if len(self.word_keys) == 0:
if self.danyuan==len(self.gk[self.year]):
self.level += 1
self.year =self.years[self.level]
else:
self.danyuan += 1
self.setup_word(self.danyuan, self.year)
if len(self.word_keys) > 0:
self.key = self.word_dict[self.word_keys[0]] # 朋友
# print('key',self.key)
xsword = {}
xsword[self.word_keys[0]] = self.word_dict[self.word_keys[0]]
# 随机取3
sankey = random.sample(self.word_dict.keys(), 3)
if self.word_keys[0] in sankey:
sankey.remove(self.word_keys[0])
# 增加两个敌人
xsword[sankey[0]] = self.word_dict[sankey[0]]
xsword[sankey[1]] = self.word_dict[sankey[1]]
# 增加随机坦克
posx=[]
random_x= random.random()*SCREEN_width/3
for jj in range(3):
tempx=random_x+400*jj
if tempx>self.end_of_map:
tempx=random.random()*SCREEN_width/2
posx.append(tempx)
random_y = random.random() * self.top_of_map / 3
random.shuffle(posx) # 打乱顺序
# print(posx)
j=0
for x in xsword:
tank = Enemy_tank("images/坦克2.png", 0.5, posx[j], random_y)
tank.word = x
tank.hz = xsword[x]
self.scene.add_sprite(LAYER_tanks, tank)
j +=1
# 去掉已显示单词
self.word_keys.remove(self.word_keys[0])
# 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')
1.3 效果图
1.4 代码实现
from arcadegame.guigl import *
from arcadegame.particle import *
from arcadegame.tank import *
from arcadegame.gghs import *
import os
import random
import time
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.init_sound()
# 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 # 坦克前进动力
self.words = '请打击敌人--'
self.key = '' # 答案
# self.init_rect()
self.frame_count = 0
self.stopnum = 0
self.word_dict = {}
self.word_keys = []
# 敌人及子弹重置
self.enemy_reset = False
self.danyuan= 3
self.year = '三年级上册'
self.years =['三年级上册','三年级下册', '四年级上册','四年级下册']
self.gk={'三年级上册':[1,2,3,4,5,6],'三年级下册':[1,2,3,4,5]}
self.update_stop = False
# 特效
self.tx_pic_list = []
def init_sound(self):
# 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")
def setup_enemy(self):
# pass
self.scene.add_sprite_list_after(LAYER_tanks, 'wj')
if len(self.word_keys) == 0:
if self.danyuan==len(self.gk[self.year]):
self.level += 1
self.year =self.years[self.level]
else:
self.danyuan += 1
self.setup_word(self.danyuan, self.year)
if len(self.word_keys) > 0:
self.key = self.word_dict[self.word_keys[0]] # 朋友
# print('key',self.key)
xsword = {}
xsword[self.word_keys[0]] = self.word_dict[self.word_keys[0]]
# 随机取3
sankey = random.sample(self.word_dict.keys(), 3)
if self.word_keys[0] in sankey:
sankey.remove(self.word_keys[0])
# 增加两个敌人
xsword[sankey[0]] = self.word_dict[sankey[0]]
xsword[sankey[1]] = self.word_dict[sankey[1]]
# 增加随机坦克
posx=[]
random_x= random.random()*SCREEN_width/3
for jj in range(3):
tempx=random_x+400*jj
if tempx>self.end_of_map:
tempx=random.random()*SCREEN_width/2
posx.append(tempx)
random_y = random.random() * self.top_of_map / 3
random.shuffle(posx) # 打乱顺序
# print(posx)
j=0
for x in xsword:
tank = Enemy_tank("images/坦克2.png", 0.5, posx[j], random_y)
tank.word = x
tank.hz = xsword[x]
self.scene.add_sprite(LAYER_tanks, tank)
j +=1
# 去掉已显示单词
self.word_keys.remove(self.word_keys[0])
# 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 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'])
# 增加角色子弹层
self.scene.add_sprite_list_after(LAYER_bullet_player, 'wj')
def setup_map(self):
# 初始化场景
map_name = f"地图\佛相广场3.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,
},
}
# 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_word(self, dy=1, year='三年级上册'):
self.word_dict = getwordzw(u'english.xls', sheet_index=3, danyuan=dy, nianji=year)
self.word_keys = list(self.word_dict.keys())
print(self.word_dict)
print(self.word_keys)
def get_remintext(self,textstr):
return arcade.Text(
f"提醒: {textstr}",
start_x=(SCREEN_width - len(textstr) * 18) / 2,
start_y=SCREEN_height - 30,
color=arcade.csscolor.WHITE_SMOKE,
font_size=18,
)
def setup_rect(self):
self.shapes = arcade.ShapeElementList()
color1 = (128, 138, 135)
# 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 = self.get_remintext(self.words + self.key)
def setup_explosion_piclist(self):
columns = 16
count = 60
sprite_width = 256
sprite_height = 256
file_name = "images/爆炸动画图.png"
# 从精灵表加载爆炸
self.explosion_texture_list = []
self.explosion_texture_list = arcade.load_spritesheet(file_name, sprite_width, sprite_height, columns, count)
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
# 加载单词
self.setup_word(self.danyuan,self.year)
# 爆炸
self.setup_explosion_piclist()
self.explosions_list = arcade.SpriteList()
# 添加角色.
self.setup_player()
self.setup_enemy()
self.setup_rect()
for i in range(1, 10):
self.tx_pic_list.append(arcade.load_texture('images/升级特效/2/图像' + str(i) + '.png'))
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",
1.8)
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_y = self.wanjia.center_y
bullet_sprite.center_x = self.wanjia.center_x
self.scene[LAYER_bullet_player].append(bullet_sprite)
arcade.play_sound(self.shoot_sound, speed=random.random() * 3 + 0.5)
if key == arcade.key.LEFT:
self.wanjia.change_angle = 1
elif key == arcade.key.RIGHT:
self.wanjia.change_angle = -1
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 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)
self.explosions_list.draw()
self.gui_camera.use()
self.shapes.draw()
self.text_remind.draw()
# 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, SCREEN_width-200, SCREEN_height-40, arcade.csscolor.RED, 18, )
score_text = f"子弹: {self.wanjia.bullets},生命:{self.wanjia.life},gk:{self.level},等级:{self.danyuan}"
arcade.draw_text(score_text, 10, SCREEN_height-40, arcade.csscolor.RED, 18, )
# 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
self.camera.move_to(player_centered)
# 敌机子弹碰撞检测
def collision_bullet_enemy(self):
self.scene[LAYER_explosions].update()
# 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['wj'],
# self.scene[LAYER_tree],
self.scene['建筑物'],
],
)
if hit_list:
bullet.remove_from_sprite_lists()
for cc in hit_list:
if (self.scene['wj'] in cc.sprite_lists):
# print(cc)
# 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
self.wanjia.life -= 1
if self.wanjia.life <= 0:
game_over = GameOverView()
self.window.show_view(game_over)
return
# 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
# 如过子弹超过地图则删掉.
if (bullet.right < 0) or (bullet.bottom > self.top_of_map) or (
bullet.left > self.end_of_map):
bullet.remove_from_sprite_lists()
def collision_player_enemy(self):
# 碰撞检测
player_collision_list = arcade.check_for_collision_with_lists(
self.wanjia,
[
self.scene[LAYER_tanks],
],
)
# 检测磁到的是硬币还是敌人
for collision in player_collision_list:
if self.scene[LAYER_tanks] in collision.sprite_lists:
collision.remove_from_sprite_lists()
arcade.play_sound(self.hit_sound3)
if collision.hz == self.key:
self.score += 50
self.wanjia.bullets += 3
self.enemy_reset = True
return
else: # 撞错了减两命
self.wanjia.life -= 2
if self.wanjia.life <= 0:
arcade.play_sound(self.game_over)
game_over = GameOverView()
self.window.show_view(game_over)
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)
# 爆炸(动画效果)
def baozha(self, hit_list):
# 制造爆炸
explosion = Explosion(self.explosion_texture_list)
# 位置
explosion.center_x = hit_list[0].center_x
explosion.center_y = hit_list[0].center_y
# 更新爆炸
explosion.update()
# 添加列表
self.explosions_list.append(explosion)
# 角色子弹碰撞检测
def collision_bullet_player(self):
# 调用更新
self.explosions_list.update()
# 子弹的碰撞检测
for bullet in self.scene[LAYER_bullet_player]:
hit_list = arcade.check_for_collision_with_lists(
bullet,
[
self.scene[LAYER_tanks],
# self.scene[LAYER_tree],
self.scene['建筑物'],
],
)
if hit_list:
bullet.remove_from_sprite_lists()
for cc in hit_list:
# 敌坦克与子弹碰撞
if (self.scene[LAYER_tanks] in cc.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
cc.remove_from_sprite_lists()
# 声音
arcade.play_sound(self.hit_sound1)
# 爆炸效果
self.baozha(hit_list)
if cc.hz == self.key:
self.score += 100
self.wanjia.bullets += 5
self.enemy_reset = True
return
else:
self.wanjia.life -= 2
# print('打错了')
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_sound2)
return
# 如过子弹超过地图则删掉.
if (bullet.right < 0) or (bullet.bottom > self.top_of_map) or (
bullet.left > self.end_of_map):
bullet.remove_from_sprite_lists()
def setup_texiao(self):
# tx_list = arcade.load_textures(,文件名及rect列表
tx = Explosion(self.tx_pic_list)
tx.center_x = self.wanjia.center_x+random.randint(50,100)
tx.center_y = self.wanjia.center_y+random.randint(80,160)
tx.update()
self.explosions_list.append(tx) # 暂时借用爆炸列表
# 碰撞检测
def collision_all(self):
self.collision_bullet_enemy()
self.collision_bullet_player()
self.collision_player_enemy()
if self.enemy_reset:
# 重置坦克及子弹
self.scene.remove_sprite_list_by_name(LAYER_bullet)
self.scene.remove_sprite_list_by_name(LAYER_tanks)
self.scene.add_sprite_list_after(LAYER_bullet, 'wj')
self.scene.add_sprite_list_after(LAYER_tanks, 'wj')
if len(self.word_keys)==0:
print('升级成功')
self.update_stop = True
# self.setup_texiao()
return
# arcade.draw_text('升级成功', self.wanjia.center_x, self.wanjia.center_y + 40, arcade.csscolor.RED, 18, )
# time.sleep(10)
self.setup_enemy()
self.enemy_reset = False
# 敌人更新
def update_ememy_tank(self):
colors_bullet_list = [arcade.color.RED_ORANGE, arcade.color.BLUE_GRAY, arcade.color.GREEN,
arcade.color.YELLOW_GREEN]
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 % 220 == 0):
# 利用粒子制子弹
bullet = arcade.SpriteCircle(8, colors_bullet_list[random.randrange(4)])
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) * 5
bullet.change_y = math.sin(angle) * 5
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.scene[LAYER_bullet_player].update()
# 单个更新合为所有层的合并
self.scene.update(['wj',LAYER_bullet_player, LAYER_bullet,LAYER_explosions])
if self.update_stop:
self.stopnum += 1
# print(self.stopnum)
if self.stopnum < 280:
if self.stopnum % 30 ==0:
self.setup_texiao()
# self.explosions_list.update()
return
self.text_remind = self.get_remintext('正在升级!')
self.explosions_list.update()
else:
self.stopnum = 0
self.text_remind = self.get_remintext('升级完成!')
self.update_stop = False
self.danyuan += 1
if self.score>300: #分数换命
self.wanjia.life += self.score // 300
self.score = self.score % 300
self.wanjia.life += 5 # 升级成功+5条命
self.setup_word(self.danyuan,self.year)
else:
self.text_remind = self.get_remintext(self.words + self.key)
self.collision_all()
# 更新动画
self.update_ememy_tank()
# # 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)
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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