Pygame飞机大战(六)——完成击毁效果,并添加生命值

话不多说,直接上代码分析……

因为我们之前在创建己方飞机的时候,没有对音效和重生的属性和方法进行定义,所以我们先把这一部分补充完成:

class myPlane(pygame.sprite.Sprite):
    def __init__(self,screen,screen_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()
        self.mask = pygame.mask.from_surface(self.image1)
        self.rect = self.image1.get_rect()
        self.width,self.height = screen_size[0],screen_size[1]
        self.rect.left,self.rect.bottom = (self.width-self.rect.width)//2, self.height-10

        self.screen = screen
        self.speed = 10
        self.switch_image = True
        self.delay = 100

        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.active = True
        self.down_sound = pygame.mixer.Sound("sound/me_down.wav")    # 添加音效
        self.down_sound.set_volume(0.2)

    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-10:
            self.rect.bottom += self.speed
        else:
            self.rect.bottom = self.height-10

    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.right += self.speed
        else:
            self.rect.right = self.width

    def animation(self):
        if self.switch_image:
            self.screen.blit(self.image1, self.rect)
        else:
            self.screen.blit(self.image2, self.rect)
        if self.delay % 5 == 0:
            self.switch_image = not self.switch_image
        self.delay -= 1
        if self.delay == 0:
            self.delay = 100

    def time_delay(self):    # 作为整个游戏动态切换的时钟
        self.delay -= 1
        if self.delay == 0:
            self.delay = 100

    def reset(self):    # 添加重生的方法
        self.active = True
        self.rect.left, self.rect.bottom = (self.width - self.rect.left) // 2, self.height - 10

    def play_sound(self):    # 播放坠毁音效
        self.down_sound.play()

添加音效和重生方法,这边就不做赘述了,之前敌机讲的非常清楚了,下面我们来看下,怎么实现击中敌机的判断,敌机坠毁了又应该做些什么:

for each in bullet1:
    if each.active == True:    # 如果子弹没有飞出界面及击中飞机
        each.move()
        screen.blit(each.image, each.rect)  # 绘制子弹
        enemies_hit = pygame.sprite.spritecollide(each, enemies, False, pygame.sprite.collide_mask)  # 检测子弹与敌机是否发生重叠(即为击中)
        if enemies_hit:    # 如果发生击中了,enemies就是True
            each.active = False    # 更改子弹的状态
            for e in enemies_hit:
                if e in mid_enemies or e in big_enemies:     # 如果击中的是中型或者大型飞机,那么就扣血
                    e.energy -= 1
                    if e.energy == 0:        # 如果血扣完了,那就拜拜了
                        e.active = False
                else:    # 如果是小型飞机,那就直接拜拜了
                    e.active = False
    else:    # 子弹重生
        each.reset(heroPlane.rect.midtop)

到这里,就可以和上一篇的连起来了,如果发生子弹和敌机重叠的情况,即视为击中,那么就扣血,血扣完了就更改敌机的active,敌机每次首先会判断敌机的状态,如果active是True那么就正常的飞行,反之就触发击毁效果,并且重生飞机。

下面我们来看一下,怎么判断己方飞机有没有被敌机击中:

enemies_collided = pygame.sprite.spritecollide(heroPlane, enemies, False, pygame.sprite.collide_mask)        # 一样的,判断己方飞机是否和敌机组的飞机产生重合

if enemies_collided:            # 如果产生重合那么就被击毁了
    heroPlane.active = False    # 更改己方飞机的状态
    for each in enemies_collided:    
        each.active = False  # 碰撞后,将敌机状态设置为False

好了,我们接下来就要实现己方飞机击毁后血量的显示和重生了:

# 我们需要在while True前加上下面的代码
hero_destroy_index = 0    # 击毁后己方飞机动画的序号

life_image = pygame.image.load("images/life.png").convert_alpha()    # 加载血量的图片
life_rect = life_image.get_rect()    # 获取血量的rect
life_NUM = 3    # 设置血量为3


# 在while True里面,我们要对己方飞机被击毁后应该做什么事情进行处理
heroPlane.time_delay()    # 运行动态效果时钟

if heroPlane.active == True:    # 判断己方飞机的状态
    heroPlane.animation()       # 如果没有被击毁就正常移动
else:
    if not (heroPlane.delay % 3):    # 做一定的延迟
        screen.blit(each.destroy_images[hero_destroy_index], each.rect)  # 绘制绘制坠毁的图片
        hero_destroy_index = (hero_destroy_index + 1) % 4  # 更改图片的序号
        if hero_destroy_index == 0:    # 如果是最后一张图片
            life_NUM -= 1              # 血量减一
            heroPlane.play_sound()     # 播放坠毁音效
            heroPlane.reset()          # 重生飞机

if life_NUM > 0:    # 判断血量是否大于0
    # 绘制血量图片
    for i in range(life_NUM):
        screen.blit(life_image, (width - 10 - (i + 1) * life_rect.width, height - 10 - life_rect.height))

这样我们所需要的击毁效果和生命值的显示就完成了,看下整体代码和效果吧!

import pygame
import sys
from pygame.locals import *
import myclass

pygame.init()
screen_size = width, height = 480, 700
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('飞机大战')
bg = pygame.image.load('./images/background.png').convert()

pygame.mixer.music.load('./sound/game_music.ogg')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)

def add_big_enemies(group1, group2, num):
    for big_enemy_num in range(num):
        each_big_enemy = myclass.BigEnemy(screen_size)
        group1.add(each_big_enemy)
        group2.add(each_big_enemy)

def add_mid_enemies(group1, group2, num):
    for mid_enemy_num in range(num):
        each_mid_enemy = myclass.MidEnemy(screen_size)
        group1.add(each_mid_enemy)
        group2.add(each_mid_enemy)

def add_small_enemies(group1, group2, num):
    for small_enemy_num in range(num):
        each_small_enemy = myclass.SmallEnemy(screen_size)
        group1.add(each_small_enemy)
        group2.add(each_small_enemy)


def main():
    clock = pygame.time.Clock()

    heroPlane = myclass.myPlane(screen, screen_size)

    enemies = pygame.sprite.Group()

    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)

    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)

    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 15)

    bullet1 = []
    bullet1_index = 0
    BULLET1_NUM = 5
    for i in range(BULLET1_NUM):
        bullet1.append(myclass.Bullet(heroPlane.rect.midtop, True))

    small_destroy_index = 0
    mid_destroy_index = 0
    big_destroy_index = 0
    hero_destroy_index = 0

    life_image = pygame.image.load("images/life.png").convert_alpha()
    life_rect = life_image.get_rect()
    life_NUM = 3

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

        key_pressed = pygame.key.get_pressed()
        if key_pressed[K_UP]:
            heroPlane.moveUp()
        if key_pressed[K_DOWN]:
            heroPlane.moveDown()
        if key_pressed[K_LEFT]:
            heroPlane.moveLeft()
        if key_pressed[K_RIGHT]:
            heroPlane.moveRight()

        screen.blit(bg, (0, 0))
        heroPlane.time_delay()
        
        for each in big_enemies:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
            else:
                if not (heroPlane.delay % 3):
                    screen.blit(each.destroy_images[big_destroy_index], each.rect)
                    big_destroy_index = (big_destroy_index + 1) % 6
                    if big_destroy_index == 0:
                        each.play_sound()
                        each.reset()

        for each in mid_enemies:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
            else:
                if not (heroPlane.delay % 3):
                    screen.blit(each.destroy_images[mid_destroy_index], each.rect)
                    mid_destroy_index = (mid_destroy_index + 1) % 4
                    if mid_destroy_index == 0:
                        each.play_sound()
                        each.reset()

        for each in small_enemies:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
            else:
                if not (heroPlane.delay % 3):
                    screen.blit(each.destroy_images[small_destroy_index], each.rect)
                    small_destroy_index = (small_destroy_index + 1) % 4
                    if small_destroy_index == 0:
                        each.play_sound()
                        each.reset()

        if heroPlane.active == True:
            heroPlane.animation()
        else:
            if not (heroPlane.delay % 3):
                screen.blit(heroPlane.destroy_images[hero_destroy_index], heroPlane.rect)
                hero_destroy_index = (hero_destroy_index + 1) % 4
                if hero_destroy_index == 0:
                    life_NUM -= 1
                    heroPlane.play_sound()
                    heroPlane.reset()

        if life_NUM > 0:
            for i in range(life_NUM):
                screen.blit(life_image, (width - 10 - (i + 1) * life_rect.width, height - 10 - life_rect.height))

        if not (heroPlane.delay % 10):
            bullet1[bullet1_index].reset(heroPlane.rect.midtop)
            bullet1_index = (bullet1_index + 1) % BULLET1_NUM

        for each in bullet1:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
                enemies_hit = pygame.sprite.spritecollide(each, enemies, False,pygame.sprite.collide_mask)
                if enemies_hit:
                    each.active = False
                    for e in enemies_hit:
                        if e in mid_enemies or e in big_enemies:
                            e.energy -= 1
                            if e.energy == 0:
                                e.active = False
                        else:
                            e.active = False
            else:
                each.reset(heroPlane.rect.midtop)

        enemies_collided = pygame.sprite.spritecollide(heroPlane, enemies, False, pygame.sprite.collide_mask)

        if enemies_collided:
            heroPlane.active = False
            for each in enemies_collided:
                each.active = False

        pygame.display.flip()
        clock.tick(60)

if __name__ == '__main__':
    main()

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