在这个系列中,将制作一个雷霆战机游戏。
敌人精灵
首先定义Mob(小怪物)类型:
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
这里的关键是为小怪物初始化一个好的位置。选择一个高于顶部的值(y <0)和一个介于左右两边之间的x的随机值。
在update函数中,更新精灵y轴的坐标,向下移动精灵;精灵离开底部时,通过将精灵移回顶部上方的随机位置来制造下一个精灵。
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
一群敌机
使用for语句,循环创建一些怪物,并将它们添加到精灵组中:
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
现在应该有一群怪物涌入屏幕,如下所示:
这很棒,但让小怪直接向下移动有点无聊。让在x方向上添加一点运动:
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 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, 8)
请注意,更改了怪物移出屏幕的判断语句。对角线移动的怪物可能会在它离开底部之前就离开侧面。
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
你的游戏现在应该是这样的:
整合到一起
# Shmup game - part 2
# Video link: https://www.youtube.com/watch?v=-5GNbL33hz0
# Enemy sprites
import pygame
import random
WIDTH = 480
HEIGHT = 600
FPS = 60
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shmup!")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 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, 8)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
# Game loop
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
# Update
all_sprites.update()
# Draw / render
screen.fill(BLACK)
all_sprites.draw(screen)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()
在下一课中,将学习如何检测两个精灵何时碰到对方(碰撞)并让玩家回击怪物。