• 太空射击第16课: 道具(Part 2)


    太空射击第16课: 道具(Part 2)

    这是我们“Shmup”项目的第13部分。如果您尚未通读前面的部分,请从第 1 部分开始。在本课中,我们将添加一些偶尔出现的道具。

    视频

    您可以在此处观看本课程的视频:

    武器道具

    上一次,我们创建了一个道具精灵,当流星被摧毁时,它会从流星中随机掉落。我们完成了'shield'类型生命值的工作,现在我们需要对'gun'类型执行相同的操作。

    我们可以选择很多东西来影响枪支道具:射速,伤害(尽管现在我们一击摧毁流星),枪支类型等。在本课中,我们将让玩家射击更多的子弹,但是为了让我们可以灵活地在以后根据需要更改它,我们将定义Player一个新方法'gun',并在获取道具时调用它:

        if hit.type == 'gun':
            player.powerup()
    
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    为了实现这一点,首先让我们向Player精灵添加一些新属性:跟踪power的“power level功率级别”(每个pow可以提高一个级别),这样我们就可以在一定power_time时间后回落:

        self.power = 1
        self.power_time = pygame.time.get_ticks()
    
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    powerup方法将设置以下属性:

    def powerup(self):
        self.power += 1
        self.power_time = pygame.time.get_ticks()
    
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    现在我们可以改变shoot方法,在power大于1时产生2发子弹。我们将使它们在翼尖处生成。

    def shoot(self):
        now = pygame.time.get_ticks()
        if now - self.last_shot > self.shoot_delay:
            self.last_shot = now
            if self.power == 1:
                bullet = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
                shoot_sound.play()
            if self.power >= 2:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                bullets.add(bullet1)
                bullets.add(bullet2)
                shoot_sound.play()
    
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    最后,我们需要将检查power_time添加到玩家的update

    # timeout for powerups
    if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
        self.power -= 1
        self.power_time = pygame.time.get_ticks()
    
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    不要忘记在顶部设置POWERUP_TIME为5000(5秒)。

    道具的声音

    为了总结道具功能,我们需要一些漂亮的声音来播放,当我们拿起物品时。我将把它留给你补充。使用“bfxr”找到两个你喜欢的声音,并像加载其他声音一样加载它们,将它们命名为类似shield_soundpower_sound。然后,只需在相应的pow类型发生碰撞时播放每个声音即可。您可以在下面看到完整的游戏代码,但在查看之前,请尝试使其正常工作。

    下次,我们将通过添加“游戏结束”屏幕来完成游戏。

    此部分的完整代码

    # KidsCanCode - Game Development with Pygame video series
    # Shmup game - part 13
    # Video link: https://www.youtube.com/watch?v=y2w-116htIQ
    # Powerups (part 2)
    # Frozen Jam by tgfcoder  licensed under CC-BY-3
    # Art from Kenney.nl
    import pygame
    import random
    from os import path
    
    img_dir = path.join(path.dirname(__file__), 'img')
    snd_dir = path.join(path.dirname(__file__), 'snd')
    
    WIDTH = 480
    HEIGHT = 600
    FPS = 60
    POWERUP_TIME = 5000
    
    # 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()
    
    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)
    
    def draw_lives(surf, x, y, lives, img):
        for i in range(lives):
            img_rect = img.get_rect()
            img_rect.x = x + 30 * i
            img_rect.y = y
            surf.blit(img, img_rect)
    
    class Player(pygame.sprite.Sprite):
        def __init__(self):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.transform.scale(player_img, (50, 38))
            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.shield = 100
            self.shoot_delay = 250
            self.last_shot = pygame.time.get_ticks()
            self.lives = 3
            self.hidden = False
            self.hide_timer = pygame.time.get_ticks()
            self.power = 1
            self.power_time = pygame.time.get_ticks()
    
        def update(self):
            # timeout for powerups
            if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
                self.power -= 1
                self.power_time = pygame.time.get_ticks()
    
            # unhide if hidden
            if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
                self.hidden = False
                self.rect.centerx = WIDTH / 2
                self.rect.bottom = HEIGHT - 10
    
            self.speedx = 0
            keystate = pygame.key.get_pressed()
            if keystate[pygame.K_LEFT]:
                self.speedx = -8
            if keystate[pygame.K_RIGHT]:
                self.speedx = 8
            if keystate[pygame.K_SPACE]:
                self.shoot()
            self.rect.x += self.speedx
            if self.rect.right > WIDTH:
                self.rect.right = WIDTH
            if self.rect.left < 0:
                self.rect.left = 0
    
        def powerup(self):
            self.power += 1
            self.power_time = pygame.time.get_ticks()
    
        def shoot(self):
            now = pygame.time.get_ticks()
            if now - self.last_shot > self.shoot_delay:
                self.last_shot = now
                if self.power == 1:
                    bullet = Bullet(self.rect.centerx, self.rect.top)
                    all_sprites.add(bullet)
                    bullets.add(bullet)
                    shoot_sound.play()
                if self.power >= 2:
                    bullet1 = Bullet(self.rect.left, self.rect.centery)
                    bullet2 = Bullet(self.rect.right, self.rect.centery)
                    all_sprites.add(bullet1)
                    all_sprites.add(bullet2)
                    bullets.add(bullet1)
                    bullets.add(bullet2)
                    shoot_sound.play()
    
        def hide(self):
            # hide the player temporarily
            self.hidden = True
            self.hide_timer = pygame.time.get_ticks()
            self.rect.center = (WIDTH / 2, HEIGHT + 200)
    
    class Mob(pygame.sprite.Sprite):
        def __init__(self):
            pygame.sprite.Sprite.__init__(self)
            self.image_orig = random.choice(meteor_images)
            self.image_orig.set_colorkey(BLACK)
            self.image = self.image_orig.copy()
            self.rect = self.image.get_rect()
            self.radius = int(self.rect.width * .85 / 2)
            # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.bottom = random.randrange(-80, -20)
            self.speedy = random.randrange(1, 8)
            self.speedx = random.randrange(-3, 3)
            self.rot = 0
            self.rot_speed = random.randrange(-8, 8)
            self.last_update = pygame.time.get_ticks()
    
        def rotate(self):
            now = pygame.time.get_ticks()
            if now - self.last_update > 50:
                self.last_update = now
                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
    
        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 < -100 or self.rect.right > WIDTH + 100:
                self.rect.x = random.randrange(WIDTH - self.rect.width)
                self.rect.y = random.randrange(-100, -40)
                self.speedy = random.randrange(1, 8)
    
    class Bullet(pygame.sprite.Sprite):
        def __init__(self, x, y):
            pygame.sprite.Sprite.__init__(self)
            self.image = bullet_img
            self.image.set_colorkey(BLACK)
            self.rect = self.image.get_rect()
            self.rect.bottom = y
            self.rect.centerx = x
            self.speedy = -10
    
        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 Pow(pygame.sprite.Sprite):
        def __init__(self, center):
            pygame.sprite.Sprite.__init__(self)
            self.type = random.choice(['shield', 'gun'])
            self.image = powerup_images[self.type]
            self.image.set_colorkey(BLACK)
            self.rect = self.image.get_rect()
            self.rect.center = center
            self.speedy = 5
    
        def update(self):
            self.rect.y += self.speedy
            # kill if it moves off the top of the screen
            if self.rect.top > HEIGHT:
                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 = 75
    
        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, "starfield.png")).convert()
    background_rect = background.get_rect()
    player_img = pygame.image.load(path.join(img_dir, "playerShip1_orange.png")).convert()
    player_mini_img = pygame.transform.scale(player_img, (25, 19))
    player_mini_img.set_colorkey(BLACK)
    bullet_img = pygame.image.load(path.join(img_dir, "laserRed16.png")).convert()
    meteor_images = []
    meteor_list = ['meteorBrown_big1.png', 'meteorBrown_med1.png', 'meteorBrown_med1.png',
                   'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png',
                   'meteorBrown_tiny1.png']
    for img in meteor_list:
        meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
    explosion_anim = {}
    explosion_anim['lg'] = []
    explosion_anim['sm'] = []
    explosion_anim['player'] = []
    for i in range(9):
        filename = 'regularExplosion0{}.png'.format(i)
        img = pygame.image.load(path.join(img_dir, filename)).convert()
        img.set_colorkey(BLACK)
        img_lg = pygame.transform.scale(img, (75, 75))
        explosion_anim['lg'].append(img_lg)
        img_sm = pygame.transform.scale(img, (32, 32))
        explosion_anim['sm'].append(img_sm)
        filename = 'sonicExplosion0{}.png'.format(i)
        img = pygame.image.load(path.join(img_dir, filename)).convert()
        img.set_colorkey(BLACK)
        explosion_anim['player'].append(img)
    powerup_images = {}
    powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
    powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()
    
    
    # Load all game sounds
    shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
    shield_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow4.wav'))
    power_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow5.wav'))
    expl_sounds = []
    for snd in ['expl3.wav', 'expl6.wav']:
        expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
    player_die_sound = pygame.mixer.Sound(path.join(snd_dir, 'rumble1.ogg'))
    pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
    pygame.mixer.music.set_volume(0.4)
    
    all_sprites = pygame.sprite.Group()
    mobs = pygame.sprite.Group()
    bullets = pygame.sprite.Group()
    powerups = 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)
        for event in pygame.event.get():
            # check for closing window
            if event.type == pygame.QUIT:
                running = False
    
        # Update
        all_sprites.update()
    
        # check to see if a bullet hit a mob
        hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
        for hit in hits:
            score += 50 - hit.radius
            random.choice(expl_sounds).play()
            expl = Explosion(hit.rect.center, 'lg')
            all_sprites.add(expl)
            if random.random() > 0.9:
                pow = Pow(hit.rect.center)
                all_sprites.add(pow)
                powerups.add(pow)
            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.radius * 2
            expl = Explosion(hit.rect.center, 'sm')
            all_sprites.add(expl)
            newmob()
            if player.shield <= 0:
                player_die_sound.play()
                death_explosion = Explosion(player.rect.center, 'player')
                all_sprites.add(death_explosion)
                player.hide()
                player.lives -= 1
                player.shield = 100
    
        # check to see if player hit a powerup
        hits = pygame.sprite.spritecollide(player, powerups, True)
        for hit in hits:
            if hit.type == 'shield':
                player.shield += random.randrange(10, 30)
                shield_sound.play()
                if player.shield >= 100:
                    player.shield = 100
            if hit.type == 'gun':
                player.powerup()
                power_sound.play()
    
        # if the player died and the explosion has finished playing
        if player.lives == 0 and not death_explosion.alive():
            running = False
    
        # Draw / render
        screen.fill(BLACK)
        screen.blit(background, background_rect)
        all_sprites.draw(screen)
        draw_text(screen, str(score), 18, WIDTH / 2, 10)
        draw_shield_bar(screen, 5, 5, player.shield)
        draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
        # *after* drawing everything, flip the display
        pygame.display.flip()
    
    pygame.quit()
    
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    第14部分:游戏结束屏幕

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  • 原文地址:https://blog.csdn.net/acktomas/article/details/126041152