当敌我两机发生碰撞时,两方应该是玉石俱焚的,现在我为每一个类增加撞击时发生的惨烈画面,比如:
enemy1:
enemy2:
enemy3:
me:
我们现在就来写代码:
首先为每一个类把这些图片加进去:
#myplane.py 部分代码
import pygame
class Myplane(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("images/me1.png").convert_alpha()
self.image2 = pygame.image.load("images/me2.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
pygame.image.load("images/me_destroy_4.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60 #减60,留给状态栏
self.speed = 10
#enemy.py
import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
pygame.image.load("images/enemy1_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 2
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0) #在页面外部上方5个屏幕高度范围内随机生成一个敌机
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0)
class MidEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
pygame.image.load("images/enemy2_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -self.height)
class BigEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
#大型敌机有飞行特效,两张图片切换
self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
pygame.image.load("images/enemy3_down6.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-15 * self.height, -5 * self.height)
接下来我们要为每一个类添加 active 属性,该属性表示 还活着,也就是说,当该属性的值为 True 时,我们就让飞机显示正常的飞行状态,而当该属性为 False 时,表示该飞机已经遇难了,我们就要依次显示 坠机的画面,显示完之后,调用该类的 resert() 方法。
self.active = True
接下来修改 main 模块的main() 函数,在绘制每一种飞机时,先检测它的 active 的值:
#main.py 部分代码
#中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
(此处代码省略)
#绘制大型敌机
for each in big_enemies:
if each.active: #检测是否还活着
each.move()
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
#即将出现在界面中,播放音效
if each.rect.bottom > -50:
enemy3_fly_sound.play()
else:
#坠机
enemy3_down_sound.play() #音效
if not(delay % 3):
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
each.reset()
(其他敌机和我方飞机代码类似。。。。。)
我们接着就要写碰撞检测代码:
一旦我方飞机碰撞到敌机,导致的结果必将是敌我同归于尽。
#main.py 部分代码
#检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
我们碰撞检测使用 spritecollide() 方法:
碰撞和坠机是实现了,但是我们发现,两个飞机还没真正的接触就已经撞上了,这是为什么呢?
这是因为我们使用了普通的 spritecollide() 方法,这个方法默认情况下是以图片的矩形位置区域作为检测的范围,而我们飞机的矩形范围远大于自身,但是我们完全是可以做得更好的,我们可以做到完美的碰撞检测,怎么实现呢?
sprite 模块里有一个叫做 collide_mask 的函数可以利用,这个函数要求检测对象拥有一个 mask 属性,这个属性就是用于指定检测的范围,关于 mask,Pygame 还专门写了一个 mask 模块,其中有一个叫做 from_surface() 的函数,可以将 Surface 对象中非透明的部分标记为 mask 并返回。
首先,给每个类加上 mask 属性:
self.mask = pygame.mask.from_sueface(self.image) #将非透明部分标记为mask
然后在main 函数中修改碰撞检测代码,指定检测方法为 pygame.sprite.collide_mask,即:
#main.py
#检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
好了,这就是完美的碰撞检测了,在大部分情况下编写游戏开发,基本上都是使用这种碰撞检测。
现在,有人就可能已经发现了,刚才我们的代码实际上是存在很明显的Bug,导致部分音效无法正常播放,
大家知道是为什么吗?可以看一下这里的代码:
#绘制大型敌机
for each in big_enemies:
if each.active: #检测是否还活着
each.move()
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
#即将出现在界面中,播放音效
if each.rect.bottom > -50:
enemy3_fly_sound.play()
else:
#坠机
enemy3_down_sound.play() #音效
if not(delay % 3):
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
each.reset()
大家看看,不管是我们的飞机,还是敌机,它们是怎么坠机的,首先,我们检测 active,如果为False 的话,就播放音效,然后画一张坠机图,这样就一帧过去了,然后第二帧,又播放音效,画图的进不去,然后第三帧,播放音效,然后画下面的一张坠机图。
大家发现问题没有,你要画它坠机的图片,需要好多帧,但是这里你重复的播放了好多次它坠机的音效,一个飞机坠机只需要播放一次音效即可,你要播放很多次,导致的结果就是你把所有音效的通道都占满了,因为Pygame 默认只有8条音效的通道。
我们现在要做的就是让它只播放一次。修改如下:
#绘制大型敌机
for each in big_enemies:
if each.active: #检测是否还活着
each.move()
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
#即将出现在界面中,播放音效
if each.rect.bottom > -50:
enemy3_fly_sound.play()
else:
#坠机
if not(delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play() #音效
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
each.reset()
现在再来测试一下就好多了,当然,如果你嫌默认的8个音效通道太少的话,可以使用 mixer 模块的 set_num_channels() 方法来设置通道数多一点。
下面贴出这节课实现的3个模块的完整代码:
#main.py
import pygame
import sys
import traceback #为了更好地退出
import myplane
import enemy
from pygame.locals import *
pygame.init()
pygame.mixer.init() #混音器初始化
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战 -- Python Demo")
background = pygame.image.load("images/background.png").convert()
# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.5)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1, group2, num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1, group2, num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
def main():
pygame.mixer.music.play(-1)
# 生成我方飞机
me = myplane.Myplane(bg_size)
#生成敌方飞机
enemies = pygame.sprite.Group()
# 生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
# 生成敌方中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
# 生成敌方大型飞机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)
#中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
clock = pygame.time.Clock()
#用于切换图片
switch_image = True
#用于延迟
delay = 100
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
#检测用户的键盘操作
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
me.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
me.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
me.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
me.moveRight()
screen.blit(background, (0, 0))
#绘制大型敌机
for each in big_enemies:
if each.active: #检测是否还活着
each.move()
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
#即将出现在界面中,播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1) #循环播放
else:
#坠机
if not(delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
enemy3_fly_sound.stop() #循环音效停止播放
each.reset()
#绘制中型敌机
for each in mid_enemies:
if each.active: #检测是否还活着
each.move()
screen.blit(each.image, each.rect)
else:
#坠机
if not(delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play() #音效
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
e2_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
each.reset()
#绘制小型敌机
for each in small_enemies:
if each.active: #检测是否还活着
each.move()
screen.blit(each.image, each.rect)
else:
#坠机
if not(delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play() #音效
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
e1_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
each.reset()
#检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down:
#me.active = False
for e in enemies_down:
e.active = False
#绘制我方飞机
if me.active: #检测是否还活着
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
#坠机
if not(delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destroy_images[me_destroy_index], me.rect)
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
print("game over")
running = False
#切换图片
if not(delay % 5): #5帧切换一次,一秒就只切换12次
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
#myplane.py
import pygame
class Myplane(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("images/me1.png").convert_alpha()
self.image2 = pygame.image.load("images/me2.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
pygame.image.load("images/me_destroy_4.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60 #减60,留给状态栏
self.speed = 10
self.active = True
self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
def moveUp(self):
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.rect.top = 0
def moveDown(self):
if self.rect.bottom < self.height - 60:
self.rect.top += self.speed
else:
self.rect.bottom = self.height - 60
def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0
def moveRight(self):
if self.rect.right < self.width:
self.rect.left += self.speed
else:
self.rect.right = self.width
#enemy.py
import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
pygame.image.load("images/enemy1_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 2
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0) #在页面外部上方5个屏幕高度范围内随机生成一个敌机
self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0)
class MidEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
pygame.image.load("images/enemy2_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -self.height)
class BigEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
#大型敌机有飞行特效,两张图片切换
self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
#添加坠机图片
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
pygame.image.load("images/enemy3_down6.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-15 * self.height, -5 * self.height)
(未完待续)