python飞机大战09

python飞机大战09-玩家飞机添加血条

1 添加血条

   现在,玩家被一次流星击中后摧毁。这不是很有趣,所以要为玩家添加一个属性shield,数值类型,范围0 - 100。

class Player(pygame.sprite.Sprite):
    def __init__(self):
        self.speedx = 0
        self.speedy = 0
        self.shield = 100

   现在,每次玩家被流星击中时,都可以从血条中减去一点。当血条达到0时,玩家将被摧毁。为了让事情更有趣,可以通过使用流星的radius属性使大型流星比小型流星造成更大的伤害。

2 破坏玩家

   修改碰撞检测代码

# 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 
    if player.shield <= 0:
        running = False

   改变了spritecollide函数的第三个参数(False改为了True),希望流星碰到后自动删除,因为如果不这样做,那么流星将继续存在,当它移动时,下一帧会和玩家发生另一次碰撞,依此类推。
   此外,玩家可能同时碰到多个流星,因此hits可以有多个项目。循环hits,根据每个流星半径扣除玩家每次被碰到后失去的血条。最后,如果玩家的血条达到0,游戏将结束。
   由于正在删除任何击中玩家的怪物,正在减少游戏中的怪物总数。希望保持不变,所以每当移除一个时,需要产生一个新的暴徒。初始化时这样产生了怪物集合:

for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

每当移除一个怪物时,需要做同样的事情,这是重复的代码,定义一个函数:

def newmob():
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

现在可以在游戏开始时调用该功能,当子弹击中暴徒时调用该功能,以及当需要更换击中玩家的暴徒时调用该功能:

for i in range(8):
    newmob()

    # 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()
        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
        newmob()
        if player.shield <= 0:
            running = False

有血条变量的值,而且它有效,但除非玩家能看到这个值,否则它不是很有用。需要创建一个显示,但不是只显示数字,将制作一个条形图,显示血条的满/空:

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)

此函数与draw_text之前定义的函数类似。它接受位置参数(x, y)和填充量参数pct。将绘制两个矩形:第一个是白色轮廓,第二个是绿色填充部分。在游戏循环的绘图部分添加了对此函数的调用:

# 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

    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 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):
        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 + 20:
            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()


# 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())


# 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
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()


    # 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()
        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
        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

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