pygame飞机大战开发实录6

上一篇讲解玩家飞机控制方法,以及子弹越界判断。本篇继续讲解敌机、补给包、Boss的生成及控制。

和玩家飞机一样,继承BasePlane创建几个敌机相关类。
普通敌机EnemyPlanemove控制移动
敌机BOSSBossPlane:血量大,不移动
携带补给包的敌机 RewardPlane:类似 BOSS,多了一个self.reward属性,保存补给类型,飞机被摧毁可以通过这个属性,来刷新相应的补给包。

class EnemyPlane(BasePlane):
    def __init__(self, pygame_screen, Bullets):
        BasePlane.__init__(self, pygame_screen, (randint(10, 460), 3), Image_EnemyPlane_1, 2, Bullets)  # 随机X坐标刷新敌机
        if self.x >= 240:  # 根据刷新位置,生成初始移动方向
            self.movedirection = 'Left'
        else:
            self.movedirection = 'Right'
        self.movespeedH = 1  # 横向移动速度
        self.movespeedV = 1  # 纵向移动速度
        self.health = 6
        self.maxHealth = 6
        self.score = 100  # 被击落得分
        self.__crate_images()

    def __crate_images(self):
        for i in range(4):
            self.bombList.append(pygame.image.load("./res/enemy0_down" + str(i + 1) + ".png"))

    def move(self):
        self.y += self.movespeedH
        if self.movedirection == 'Left':
            self.x -= self.movespeedV
            if self.x < 20:
                self.movedirection = 'Right'
        else:
            self.x += self.movespeedV
            if self.x > 460:
                self.movedirection = 'Left'

    def fire(self):
        if self.bulletCdOk:
            random_num = randint(1, 200)
            if random_num == 8 or random_num == 20:
                self.bulletList.append(EnemyBullet(self.screen, (self.x + (self.w / 2) - 4, self.y + (self.h))))
                self.bulletCdOk = False
                self.bulletCoolDownstate = 1

    def display(self, ):
        BasePlane.display(self)
        # 血条显示
        for i in range(self.health):
            self.screen.blit(self.healthImage, (self.x + i * 9, self.y - 13))


class RewardPlane(BasePlane):
    def __init__(self, pygame_screen, Bullets, Rewarditem):
        BasePlane.__init__(self, pygame_screen, (60, 240), Image_RewardPlane1, 2, Bullets)
        self.health = 50
        self.maxHealth = 50
        self.score = 5000
        self.reward = Rewarditem
        self.__crate_images()

    def __crate_images(self):
        for i in range(4):
            self.bombList.append(pygame.image.load("./res/enemy1_down" + str(i + 1) + ".png"))

    def move(self):
        pass

    def fire(self):
        if self.bulletCdOk:
            random_num = randint(1, 200)
            if random_num == 8 or random_num == 20:
                self.bulletList.append(EnemyBullet(self.screen, (self.x + (self.w / 2) - 4, self.y + (self.h))))
                self.bulletCdOk = False
                self.bulletCoolDownstate = 1

    def display(self):
        BasePlane.display(self)
        onstep = self.maxHealth // 8  # 血量换算成格数
        healthpercent = self.health // onstep
        # 血条显示
        for i in range(healthpercent):
            self.screen.blit(self.healthImage, (self.x + self.w + 5, self.y + self.h - 24 - i * 9))


class BossPlane(BasePlane):
    def __init__(self, pygame_screen, Bullets):
        BasePlane.__init__(self, pygame_screen, (160, 3), Image_BossPlane1, 2, Bullets)
        self.health = 200
        self.maxHealth = 200
        self.score = 10000
        self.__crate_images()
        # PlaySound(Sound_EnemyPlane_1)  # 刷新是播放音效

    def __crate_images(self):
        for i in range(4):
            self.bombList.append(pygame.image.load("./res/enemy2_down" + str(i + 1) + ".png"))

    def move(self):
        pass

    def fire(self):
        if self.bulletCdOk:
            random_num = randint(1, 200)
            if random_num == 8 or random_num == 20:
                self.bulletList.append(EnemyBullet(self.screen, (self.x + (self.w / 2) - 4, self.y + (self.h))))
                self.bulletCdOk = False
                self.bulletCoolDownstate = 1

    def display(self):
        BasePlane.display(self)
        onstep = self.maxHealth // 22  # 血量换算成格数
        healthpercent = self.health // onstep
        if healthpercent < 10:
            self.image = pygame.image.load(Image_BossPlane1Half)

        # 血条显示
        for i in range(healthpercent):
            self.screen.blit(self.healthImage, (self.x + self.w + 5, self.y + self.h - 44 - i * 9))

更新Main()函数,使用 enemybulltes = []enemyplanes = []保存敌机子弹,和敌机对象。列表形式保存,方便之后的越界判断、碰撞判断。

def Main():
    pygame.init()
    screen = pygame.display.set_mode((480, 852), 0, 32)
    # 添加背景
    Bg = BackGround(screen, Image_Background, 'dynamic')
    Bullets = []
    enemybulltes = []
    enemyplanes = []
    enemyplanes.append(EnemyPlane(screen,enemybulltes))
    enemyplanes.append(BossPlane(screen, enemybulltes))
    enemyplanes.append(RewardPlane(screen, enemybulltes,'shotbullet'))
    hero = HeroPlane(screen, Bullets)

    while True:
        Bg.display()
        hero.move()  #生成飞机移动后位置
        hero.bulletCoolDown()  # 玩家飞机子弹冷却
        hero.fire()        # 玩家飞机发射子弹
        hero.display()        #绘制玩家飞机
        for enemy in enemyplanes:
            enemy.bulletCoolDown()
            enemy.move()
            enemy.fire()
            enemy.display()
        # IsOverBound(Bullets, EnemyBullets, enemyplanes, Rewards)
        IsOverBound(Bullets)
        pygame.display.update()
        MainControl(hero, screen)

pygame飞机大战开发实录6_第1张图片


Main调用越界判断函数 IsOverBound,补上传参: enemyBulltes,enemyPlanes
IsOverBound(bullets,enemyBulltes,enemyPlanes)
运行程序,敌机就会发射子弹。

pygame飞机大战开发实录6_第2张图片

本篇讲解敌机、补给包、Boss的生成及控制。大多属性、方法与玩家飞机雷同,通过注释可以理解。下一篇会重点讲解碰撞检测的实现。

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