python飞机大战10-爆炸效果
1 自动开火
首先,让对玩家射击方式做一点改动。只要空格键被按下,让自动发射子弹。
为此,将向Player添加两个新属性:
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
shoot_delay 将测量飞船在发射另一颗子弹之前应该等待的时间长度(以毫秒为单位)。 last_shot 将跟踪最后一颗子弹射击的时间,以便知道何时有足够的时间再次射击。
现在将把开火key(space空格键)添加到键盘检查player的更新中:
def update(self):
# any code here will happen every time the game loop updates
self.speedx = 0
self.speedy = 0
if keystate[pygame.K_SPACE]:
self.shoot()
将所有射击逻辑放在一个新方法中:
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
现在当空格键被按下时,游戏将检查自最后一个子弹创建以来已经过了多少时间。如果它大
于 shoot_delay 毫秒,则会触发另一个子弹,并使得 last_shot 进行更新。最后,可以从游戏循环中删除以下几行:
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
2 动画爆炸
对于下一个补充,希望通过使流星爆炸而不仅仅是消失,来使流星的破坏更具视觉吸引力。为了实现这一点,需要一组爆炸图形的动画帧,需要在被破坏的流星的位置创建一个精灵,它将在动画帧序列中循环。这是要使用的动画序列:
首先,需要将这些图形加载到游戏中并将它们存储在列表中。与玩家精灵一样,需要调整图像大小,当这样做时,会创建两个不同大小的爆炸:一个大爆炸---当流星被摧毁时; 还有一个小爆炸---当一颗流星击中玩家时。所以将设计一个字典 explosion_anim ,包含两个列表, lg 和 sm 。由于文件都是相同的,使用01-05中的数字,可以使用循环来加载它们,调整大小并将它们附加到列表中:
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
for i in range(1,6):
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img, (Mob.leng + 5, Mob.leng + 5))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (16, 16))
explosion_anim['sm'].append(img_sm)
2.1 爆炸精灵
接下来,将定义一个新的精灵,它将是屏幕上的实际爆炸对象。这个精灵的图像会在动画帧列表中从一个图像快速变换到下一个图像。当它到达最后一帧时,精灵将被删除。当产生精灵时,会告诉它出生的位置(流星的位置),以及要使用的大小。有一个 frame_rate 属性,这将用来控制如何快速运行动画---如果要改变图像的每一个更新占用(1 / 60)秒,那么整个爆炸将仅持续约 1/12 秒。这是 Explosion 精灵的代码:
class Explosion(pygame.sprite.Sprite):
def __init__(self,center,size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
现在需要在销毁一个敌机时产生其中一个:
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True, pygame.sprite.collide_rect_ratio(0.6))
for hit in hits:
score += 100 - hit.leng
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
newmob()
当玩家被击中时:
# check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, True,pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.leng/5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
running = False
现在可以看到最终结果:
# Shmup game - part 9
# shmup.py
# Player Shield
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
mp3_dir = path.join(path.dirname(__file__), 'mp3')
WIDTH = 512 # width of our game window
HEIGHT = 768 # height of our game window
FPS = 60 # 60 frames per second
# Colors(R,G,B),define color
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create windw
pygame.init() # 启动pygame并初始化
pygame.mixer.init() # 声音初始化
screen = pygame.display.set_mode((WIDTH, HEIGHT)) # 游戏屏幕,按照在配置常量中设置的大小创建
pygame.display.set_caption("Shmup!")
icon = pygame.image.load("img/alien.ico")
pygame.display.set_icon(icon)
clock = pygame.time.Clock() # 创建一个时钟以便于确保游戏能以指定的FPS运行
font_name = pygame.font.match_font('arial')
def draw_text(surf,text,size,x,y):
font = pygame.font.Font(font_name,size)
text_surface = font.render(text,True,WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x,y)
surf.blit(text_surface,text_rect)
def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
def draw_shield_bar(surf,x,y,pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT)
fill_rect = pygame.Rect(x,y,fill,BAR_HEIGHT)
pygame.draw.rect(surf,GREEN,fill_rect)
pygame.draw.rect(surf,WHITE,outline_rect,2) # 第4个参数默认值为0,表示填充矩形内部
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (60, 40))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.speedy = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
def update(self):
# any code here will happen every time the game loop updates
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if keystate[pygame.K_UP]:
self.speedy = -5
if keystate[pygame.K_DOWN]:
self.speedy = 5
self.rect.y += self.speedy
if keystate[pygame.K_SPACE]:
self.shoot()
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
if self.rect.top < 0:
self.rect.top = 0
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.leng = random.randrange(30, 70, 10)
self.image_orig = pygame.transform.scale(random.choice(meteor_img), (self.leng, self.leng))
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width / 2)
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedx = random.randrange(-3, 3)
self.speedy = random.randrange(1, 5)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -50 or self.rect.right > WIDTH + 50:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 5)
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
# do rotate here
self.rot = (self.rot + self.rot_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(bullet_img, (48, 48))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -8
def update(self):
self.rect.y += self.speedy
# kill if it moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self,center,size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
# load all game graphics
background = pygame.image.load(path.join(img_dir, 'background2.jpg')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, 'my_plane.png')).convert()
bullet_img = pygame.image.load(path.join(img_dir, 'bullet.png')).convert()
meteor_img = []
meteor_list = ['enemy1.png']
for img in meteor_list:
meteor_img.append(pygame.image.load(path.join(img_dir, img)).convert())
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
for i in range(1,6):
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img, (Mob().leng + 5, Mob().leng + 5))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (16, 16))
explosion_anim['sm'].append(img_sm)
# load all game sound
shoot_sound = pygame.mixer.Sound(path.join(mp3_dir, 'hero_fire.wav'))
expl_sounds = []
for expl in ['explosion2.wav','explosion3.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(mp3_dir, expl)))
pygame.mixer.music.load(path.join(mp3_dir, 'bgm.mp3'))
pygame.mixer.music.set_volume(0.2)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
newmob()
score = 0
pygame.mixer.music.play(loops=-1)
# Game Loop
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input(events) # 这是游戏主循环,通过变量running控制,如果需要
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
# Update # 游戏结束的话直接将running设为False即可
all_sprites.update()
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True, pygame.sprite.collide_rect_ratio(0.6))
for hit in hits:
score += 100 - hit.leng
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
newmob()
# check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, True,pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.leng/5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
running = False
# Render(draw) # 现在还没有确定具体的代码,先用一些基本代码填充,后续再补充
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH/2, 10)
draw_text(screen, str(player.shield), 15, 20, 20)
draw_shield_bar(screen, 5, 5, player.shield)
# *after* drawing everything,flip the display
pygame.display.flip()
pygame.quit()
项目代码可以查看我的github,网址为
alien-invasion