• 太空射击第17课: Game Over (結束)


    太空射击第17课: Game Over (結束)

    这是我们“Shmup”项目的第14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,我们将通过添加“游戏结束”屏幕和再次玩游戏的功能来完成游戏。

    视频

    您可以在此处观看本课程的视频:

    游戏结束

    现在,当我们的玩家耗尽生命时,程序会突然结束。这不是很友好,所以我们将制作一个“游戏结束”屏幕,并允许玩家根据需要再次玩游戏。

    游戏结束的原因是我们的游戏循环由running标志控制(running标志是一个变量,可以是),我们设置runningFalse玩家死亡时。相反,我们想要跟踪游戏所处的状态(显示游戏结束或正在播放),我们将创建一个名为game_over 的标志,并将其添加到游戏循环的顶部:

    # Game loop
    game_over = True
    running = True
    while running:
        if game_over:
            show_go_screen()
    
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6

    我们稍后会定义show_go_screen(),但我们还需要考虑其他事情。当游戏结束时,我们通过屏幕进入游戏,如果玩家选择再次玩,我们需要重置所有内容 - 分数,流星,玩家的生命值等。现在,我们在游戏循环开始之前设置了这些内容,但现在我们将将它们移动到show_go_screen()之后,以便每当玩家退出该屏幕时,它们就会发生:

    # Game loop
    game_over = True
    running = True
    while running:
        if game_over:
            show_go_screen()
            game_over = False
            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
    
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 9
    • 10
    • 11
    • 12
    • 13
    • 14
    • 15
    • 16

    我们开始设置game_overFalse,因为我们要开始一个新的游戏。然后,我们可以改变当玩家耗尽生命时发生的事情:

    # if the player died and the explosion has finished playing
    if player.lives == 0 and not death_explosion.alive():
        game_over = True
    
    • 1
    • 2
    • 3

    游戏结束屏幕

    现在我们只需要定义show_go_screen做些什么。由于对于此示例,我们只做一个“屏幕”,因此我们只使用游戏的标题,并放置一些有关如何玩游戏的漂亮说明:

    def show_go_screen():
        screen.blit(background, background_rect)
        draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
        draw_text(screen, "Arrow keys move, Space to fire", 22,
                  WIDTH / 2, HEIGHT / 2)
        draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
        pygame.display.flip()
        waiting = True
        while waiting:
            clock.tick(FPS)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                if event.type == pygame.KEYUP:
                    waiting = False
    
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 9
    • 10
    • 11
    • 12
    • 13
    • 14
    • 15

    末尾的 while 循环是我们如何处理“按一个键开始”部分。这有点像一个微型游戏循环,但我们所做的只是检查事件。我们唯一关心的事件是pygame.QUIT ,单击窗口上的 X 时会发生 ,以及按键时发生的事件。你有没有注意到我们没有使用'pygame.KEYDOWN'

    使用KEYUP代替的原因是,当玩家仍然按住一个键时,我们不会启动游戏。他们必须点击释放才能继续。

    这是在屏幕上玩游戏的一种非常简单的方法。还有许多其他方法来处理它,但我们将在后面的教程中讨论这些方法。

    结束语

    我们有它,你的第一个完整的Pygame游戏!如果你已经坚持了所有这些步骤,那么你就走上了成为一名游戏程序员的道路。

    显然,我们可以添加更多内容,例如:

    • 难度增加
    • 更多道具
    • 敌人(反击!)
    • 高分制
    • 老板级别

    您可能还可以想到其他想法。但是,出于本视频的目的,我们将称此游戏完成。在以后的课程中,我们将介绍其他技术,然后您可以返回并将其应用于Shmup。

    您可以在此处查看我们所做的其他课程:KidsCanCode 课程和教程

    感谢您阅读/观看这些课程!非常感谢您的支持,问题和意见。

    此部分的完整代码

    # KidsCanCode - Game Development with Pygame video series
    # Shmup game - part 14
    # Video link: https://www.youtube.com/watch?v=Z2K2Yttvr5g
    # Game Over Screen
    # 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
    
    def show_go_screen():
        screen.blit(background, background_rect)
        draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
        draw_text(screen, "Arrow keys move, Space to fire", 22,
                  WIDTH / 2, HEIGHT / 2)
        draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
        pygame.display.flip()
        waiting = True
        while waiting:
            clock.tick(FPS)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                if event.type == pygame.KEYUP:
                    waiting = False
    
    # 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)
    
    pygame.mixer.music.play(loops=-1)
    # Game loop
    game_over = True
    running = True
    while running:
        if game_over:
            show_go_screen()
            game_over = False
            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
    
        # 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():
            game_over = True
    
        # 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()
    
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 9
    • 10
    • 11
    • 12
    • 13
    • 14
    • 15
    • 16
    • 17
    • 18
    • 19
    • 20
    • 21
    • 22
    • 23
    • 24
    • 25
    • 26
    • 27
    • 28
    • 29
    • 30
    • 31
    • 32
    • 33
    • 34
    • 35
    • 36
    • 37
    • 38
    • 39
    • 40
    • 41
    • 42
    • 43
    • 44
    • 45
    • 46
    • 47
    • 48
    • 49
    • 50
    • 51
    • 52
    • 53
    • 54
    • 55
    • 56
    • 57
    • 58
    • 59
    • 60
    • 61
    • 62
    • 63
    • 64
    • 65
    • 66
    • 67
    • 68
    • 69
    • 70
    • 71
    • 72
    • 73
    • 74
    • 75
    • 76
    • 77
    • 78
    • 79
    • 80
    • 81
    • 82
    • 83
    • 84
    • 85
    • 86
    • 87
    • 88
    • 89
    • 90
    • 91
    • 92
    • 93
    • 94
    • 95
    • 96
    • 97
    • 98
    • 99
    • 100
    • 101
    • 102
    • 103
    • 104
    • 105
    • 106
    • 107
    • 108
    • 109
    • 110
    • 111
    • 112
    • 113
    • 114
    • 115
    • 116
    • 117
    • 118
    • 119
    • 120
    • 121
    • 122
    • 123
    • 124
    • 125
    • 126
    • 127
    • 128
    • 129
    • 130
    • 131
    • 132
    • 133
    • 134
    • 135
    • 136
    • 137
    • 138
    • 139
    • 140
    • 141
    • 142
    • 143
    • 144
    • 145
    • 146
    • 147
    • 148
    • 149
    • 150
    • 151
    • 152
    • 153
    • 154
    • 155
    • 156
    • 157
    • 158
    • 159
    • 160
    • 161
    • 162
    • 163
    • 164
    • 165
    • 166
    • 167
    • 168
    • 169
    • 170
    • 171
    • 172
    • 173
    • 174
    • 175
    • 176
    • 177
    • 178
    • 179
    • 180
    • 181
    • 182
    • 183
    • 184
    • 185
    • 186
    • 187
    • 188
    • 189
    • 190
    • 191
    • 192
    • 193
    • 194
    • 195
    • 196
    • 197
    • 198
    • 199
    • 200
    • 201
    • 202
    • 203
    • 204
    • 205
    • 206
    • 207
    • 208
    • 209
    • 210
    • 211
    • 212
    • 213
    • 214
    • 215
    • 216
    • 217
    • 218
    • 219
    • 220
    • 221
    • 222
    • 223
    • 224
    • 225
    • 226
    • 227
    • 228
    • 229
    • 230
    • 231
    • 232
    • 233
    • 234
    • 235
    • 236
    • 237
    • 238
    • 239
    • 240
    • 241
    • 242
    • 243
    • 244
    • 245
    • 246
    • 247
    • 248
    • 249
    • 250
    • 251
    • 252
    • 253
    • 254
    • 255
    • 256
    • 257
    • 258
    • 259
    • 260
    • 261
    • 262
    • 263
    • 264
    • 265
    • 266
    • 267
    • 268
    • 269
    • 270
    • 271
    • 272
    • 273
    • 274
    • 275
    • 276
    • 277
    • 278
    • 279
    • 280
    • 281
    • 282
    • 283
    • 284
    • 285
    • 286
    • 287
    • 288
    • 289
    • 290
    • 291
    • 292
    • 293
    • 294
    • 295
    • 296
    • 297
    • 298
    • 299
    • 300
    • 301
    • 302
    • 303
    • 304
    • 305
    • 306
    • 307
    • 308
    • 309
    • 310
    • 311
    • 312
    • 313
    • 314
    • 315
    • 316
    • 317
    • 318
    • 319
    • 320
    • 321
    • 322
    • 323
    • 324
    • 325
    • 326
    • 327
    • 328
    • 329
    • 330
    • 331
    • 332
    • 333
    • 334
    • 335
    • 336
    • 337
    • 338
    • 339
    • 340
    • 341
    • 342
    • 343
    • 344
    • 345
    • 346
    • 347
    • 348
    • 349
    • 350
    • 351
    • 352
    • 353
    • 354
    • 355
    • 356
    • 357
    • 358
    • 359
    • 360
    • 361
    • 362
    • 363
    • 364
    • 365
    • 366
    • 367
    • 368
    • 369
    • 370
    • 371
    • 372
    • 373
    • 374
    • 375
    • 376
  • 相关阅读:
    R语言高级数据管理
    systemd
    git开发分支管理
    MyBatis环境搭建&&测试增删改查
    季涨约3~8%,DRAM合约价大幅回升 | 百能云芯
    lxm not found:Mac Python 安装 lxml包
    ARM Linux DIY(十三)Qt5 移植
    Linux 6种日志查看方法
    OPTEE:TA和TA加载(一)
    MySQL表查询--多表笛卡尔积和子连接
  • 原文地址:https://blog.csdn.net/acktomas/article/details/126041417