• 小学生python游戏编程arcade----基本知识5 自动行走的敌人


    前言

    接上篇文章小学生python游戏编程arcade----基本知识1、2,连接如下:小学生python游戏编程arcade----基本知识小学生python游戏编程arcade----基本知识2,小学生python游戏编程arcade----基本知识3

    自动行走的敌人

    1、敌人的类定义

    1.1 不同的敌人,不同的生命值

    通过对Enemy类的继承,调用不同的图片,显示不同的敌人与生命值

    1.2 动画更新在在父类中实现

    def update_animation(self, delta_time: float = 1 / 60):

    1.3 代码实现
    class Enemy(DongSprite):
        def __init__(self, name_folder, name_file):
    
            # 通过父类设置,文件夹及文件名
            super().__init__(name_folder, name_file)
    
            self.should_update_walk = 0
            self.health = 0
    
        def update_animation(self, delta_time: float = 1 / 60):
    
            # 面向参数
            if self.change_x < 0 and self.facing_direction == R_facing:
                self.facing_direction = L_facing
            elif self.change_x > 0 and self.facing_direction == L_facing:
                self.facing_direction = R_facing
    
            # 站立动画
            if self.change_x == 0:
                self.texture = self.idle_texture_pair[self.facing_direction]
                return
    
            # 行走动画
            if self.should_update_walk == 3:
                self.cur_texture += 1
                if self.cur_texture > 7:
                    self.cur_texture = 0
                self.texture = self.walk_textures[self.cur_texture][self.facing_direction]
                self.should_update_walk = 0
                return
    
            self.should_update_walk += 1
    
    
    
    class RobotEnemy(Enemy):
        def __init__(self):
    
            # 通过父类设置,文件夹及文件名
            super().__init__("robot", "robot")
            self.health = 100
    
    class ZombieEnemy(Enemy):
        def __init__(self):
    
            # 通过父类设置,文件夹及文件名
            super().__init__("zombie", "zombie")
            self.health = 50
    
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    2、Enemy类的使用

    2.1 在setup中初始敌人

    enemies_layer = self.tile_map.object_lists[‘Enemies’]

    2.2 通过对所有地图 上敌人插入点进行调用类的初始方法加载图片
        for my_object in enemies_layer:
            cartesian = self.tile_map.get_cartesian(
                my_object.shape[0], my_object.shape[1]
            )
    
            enemy_type = my_object.properties["type"]
            if enemy_type == "robot":
                enemy = RobotEnemy()
            elif enemy_type == "zombie":
                enemy = ZombieEnemy()
            else:
                raise Exception(f"Unknown enemy type {enemy_type}.")
    
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    2.3 通过在地图中设置敌人可行走的x值范围及enemy.change_x属性,实现自动行走
            if "boundary_left" in my_object.properties:
                enemy.boundary_left = my_object.properties["boundary_left"]
            if "boundary_right" in my_object.properties:
                enemy.boundary_right = my_object.properties["boundary_right"]
            if "change_x" in my_object.properties:
                enemy.change_x = my_object.properties["change_x"]
    
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    2.4 代码实现
            # -- 敌人 Enemies
            enemies_layer = self.tile_map.object_lists['Enemies']
    
            for my_object in enemies_layer:
                print(my_object.shape)
                # print(my_object.shape[0],'shap',my_object.shape[1])
                # 因我的地图enemies层中有点及距形,点删除了,同一层中不好区分
                # if my_object.p
                cartesian = self.tile_map.get_cartesian(
                    my_object.shape[0], my_object.shape[1]
                )
    
                enemy_type = my_object.properties["type"]
                if enemy_type == "robot":
                    enemy = RobotEnemy()
                elif enemy_type == "zombie":
                    enemy = ZombieEnemy()
                else:
                    raise Exception(f"Unknown enemy type {enemy_type}.")
                enemy.center_x = math.floor(
                    cartesian[0] * TILE_Scaling * self.tile_map.tile_width
                )
                enemy.center_y = math.floor(
                    (cartesian[1] + 1) * (self.tile_map.tile_height * TILE_Scaling)
                )
                self.scene.add_sprite(LAYER_enemies, enemy)
    
                if "boundary_left" in my_object.properties:
                    enemy.boundary_left = my_object.properties["boundary_left"]
                if "boundary_right" in my_object.properties:
                    enemy.boundary_right = my_object.properties["boundary_right"]
                if "change_x" in my_object.properties:
                    enemy.change_x = my_object.properties["change_x"]
    
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    3、碰撞检测

    3.1 敌人与玩家的碰撞

    碰撞检测
    player_collision_list = arcade.check_for_collision_with_lists(
    self.wanjia,
    [
    # self.scene[LAYER_tree],
    self.scene[LAYER_enemies],
    ],
    )

    3.2 检测磁到的是硬币还是敌人
        for collision in player_collision_list:
            if self.scene[LAYER_enemies] in collision.sprite_lists:
                arcade.play_sound(self.game_over)
                self.setup()
                return
            else:
                # 算出这枚硬币值多少分
                if "Points" not in collision.properties:
                    print("警告,收集的硬币没有点数属性.")
                else:
                    points = int(collision.properties["Points"])
                    self.score += points
    
                # Remove the coin
                collision.remove_from_sprite_lists()
                arcade.play_sound(self.collect_coin_sound)
    
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    总的效果及源代码

    在这里插入图片描述

    # _*_ coding: UTF-8 _*_
    # 开发人员: Administrator
    # 开发时间:2022/11/5 16:59
    
    
    from arcadegame.mysprite import *
    import math
    import os
    
    
    class MyGame(arcade.Window):
        def __init__(self):
            # 初始化窗体
            super().__init__(SCREEN_width, SCREEN_height, SCREEN_title)
            self.scene = None
            self.player_sprite = None
    
            file_path = os.path.dirname(os.path.abspath(__file__))
            os.chdir(file_path)
            # 上下左右按键状态
            self.left_pressed = False
            self.right_pressed = False
            self.up_pressed = False
            self.down_pressed = False
            self.jump_needs_reset = False
    
            arcade.set_background_color(arcade.csscolor.BLUE)
    
            self.physics_engine = None
            self.camera = None  # 摄象机
            self.gui_camera = None  # 第二摄象机
            self.score = 0
            # 加载声音
            self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")
            self.jump_sound = arcade.load_sound("sounds/s3.wav")
            self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
    
            # 设置地图
            self.tile_map = None
            # 是否重新设置分数
            self.reset_score = True
            # 地图的最右边
            self.end_of_map = 0
            # 关卡级别
            self.level = 1
    
        def setup(self):
            # 摄象机
            self.camera = arcade.Camera(self.width, self.height)
            self.gui_camera = arcade.Camera(self.width, self.height)
    
            # 初始化场景
            map_name = f"地图\家2.json"  # jia{self.level}.json"
            # 层属性
            layer_options = {
                LAYER_platforms: {
                    "use_spatial_hash": True,
                },
                LAYER_tree: {
                    "use_spatial_hash": False,
                },
                'fz': {
                    "use_spatial_hash": True,
                },
                # 'tizi': {
                #     "use_spatial_hash": True,
                # },
                'Enemies': {
                    "use_spatial_hash": True,
                },
            }
    
            # 读地图文件
            self.tile_map = arcade.load_tilemap(map_name, TILE_Scaling, layer_options)
             # 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。
            self.scene = arcade.Scene.from_tilemap(self.tile_map)
            print('精灵列表', self.scene['fz'])
    
            if self.reset_score:
                self.score = 0
            self.reset_score = True
    
            self.end_of_map = self.tile_map.width * GRID_pixel_size
    
    
            # 添加角色.
            self.wanjia = PlayerCharacter()
            self.wanjia.center_x = PLAYER_start_x
            self.wanjia.center_y = PLAYER_start_y
            self.scene.add_sprite_list_after("wj", LAYER_platforms)  # 添加精灵列表,把玩家放在哪一层,前后层在此关健
            self.scene.add_sprite("wj",self.wanjia)
            # self.physics_engine = arcade.PhysicsEnginePlatformer(
            #     self.wanjia, gravity_constant=GRAVITY, walls=self.scene[LAYER_tree]
            # )  # 此处的walls=指定支撑图层
            self.physics_engine = arcade.PhysicsEngineSimple(
                self.wanjia,
                walls=self.scene['fz'])
            # -- 敌人 Enemies
            enemies_layer = self.tile_map.object_lists['Enemies']
    
            for my_object in enemies_layer:
                print(my_object.shape)
                # print(my_object.shape[0],'shap',my_object.shape[1])
                # 因我的地图enemies层中有点及距形,点删除了,同一层中不好区分
                # if my_object.p
                cartesian = self.tile_map.get_cartesian(
                    my_object.shape[0], my_object.shape[1]
                )
    
                enemy_type = my_object.properties["type"]
                if enemy_type == "robot":
                    enemy = RobotEnemy()
                elif enemy_type == "zombie":
                    enemy = ZombieEnemy()
                else:
                    raise Exception(f"Unknown enemy type {enemy_type}.")
                enemy.center_x = math.floor(
                    cartesian[0] * TILE_Scaling * self.tile_map.tile_width
                )
                enemy.center_y = math.floor(
                    (cartesian[1] + 1) * (self.tile_map.tile_height * TILE_Scaling)
                )
                self.scene.add_sprite(LAYER_enemies, enemy)
    
                if "boundary_left" in my_object.properties:
                    enemy.boundary_left = my_object.properties["boundary_left"]
                if "boundary_right" in my_object.properties:
                    enemy.boundary_right = my_object.properties["boundary_right"]
                if "change_x" in my_object.properties:
                    enemy.change_x = my_object.properties["change_x"]
            # # 设置背景色
            # if self.tile_map.background_color:
            #     arcade.set_background_color(self.tile_map.background_color)
    
        def on_draw(self):
            self.clear()
            self.camera.use()  # 摄象机
            self.scene.draw()  # 摄相机与scence的顺序不能放错,否则不会移动
            self.gui_camera.use()
            # 在屏幕上绘制分数,用屏幕滚动
            score_text = f"得分: {self.score}"
            arcade.draw_text(score_text, 10, 500, arcade.csscolor.RED, 18, )
    
        def process_keychange(self):
            """ 当我们向上/向下改变键或上/下梯子时调用.     """
            if not self.up_pressed and not self.down_pressed:
                self.wanjia.change_y = 0
            elif self.down_pressed:
                self.wanjia.change_y = -PLAYER_movement_speed
            elif self.up_pressed:
                self.wanjia.change_y = PLAYER_movement_speed
    
            # 左右
            if self.right_pressed and not self.left_pressed:
                self.wanjia.change_x = PLAYER_movement_speed
            elif self.left_pressed and not self.right_pressed:
                self.wanjia.change_x = -PLAYER_movement_speed
            else:
                self.wanjia.change_x = 0
    
        def on_key_press(self, key, modifiers):
            """每当按下键时调用."""
            if key == arcade.key.UP or key == arcade.key.W:
                self.up_pressed = True
            elif key == arcade.key.DOWN or key == arcade.key.S:
                self.down_pressed = True
            elif key == arcade.key.LEFT or key == arcade.key.A:
                self.left_pressed = True
            elif key == arcade.key.RIGHT or key == arcade.key.D:
                self.right_pressed = True
    
            self.process_keychange()
    
        def on_key_release(self, key, modifiers):
            """键盘释放时"""
            if key == arcade.key.UP or key == arcade.key.W:
                self.up_pressed = False
                self.jump_needs_reset = False
            elif key == arcade.key.DOWN or key == arcade.key.S:
                self.down_pressed = False
            elif key == arcade.key.LEFT or key == arcade.key.A:
                self.left_pressed = False
            elif key == arcade.key.RIGHT or key == arcade.key.D:
                self.right_pressed = False
    
            self.process_keychange()
    
        def center_camera_to_player(self):
            """摄相机随角色移动"""
            screen_center_x = self.wanjia.center_x - (self.camera.viewport_width / 2)
            screen_center_y = self.wanjia.center_y - (self.camera.viewport_height / 2)
    
            # 防止相机出界
            if screen_center_x < 0:
                screen_center_x = 0
            if screen_center_y < 0:
                screen_center_y = 0
            player_centered = screen_center_x, screen_center_y
            # print(player_centered)
            self.camera.move_to(player_centered)
            # print(self.wanjia.center_x)
    
        def on_update(self, delta_time):
            """运动和游戏逻辑"""
            self.physics_engine.update()  # 运用引擎移动角色
            # 掉下或level达到最后一关时,游戏结束,或重新开始
            if self.wanjia.center_y < -100 or self.level==3:
                self.wanjia.center_x = PLAYER_start_x
                self.wanjia.center_y = PLAYER_start_y
                arcade.play_sound(self.game_over)
    
            self.process_keychange()
            # 更新动画
            self.scene.update_animation(delta_time, ['wj', LAYER_enemies])
            # Update moving platforms and enemies
            self.scene.update([LAYER_enemies])
    
            # 看看敌人是否达到了边界,需要改变方向.
            for enemy in self.scene[LAYER_enemies]:
                # enemy.left += enemy.change_x 此句通过读sprite中的update()方法已实现
                # print(enemy.left,enemy.right,enemy.change_x)
                # print(enemy.boundary_left,enemy.boundary_right)
                if (
                        enemy.boundary_right
                        and enemy.right > enemy.boundary_right
                        and enemy.change_x > 0
                ):
                    enemy.change_x *= -1
    
                if (
                        enemy.boundary_left
                        and enemy.left < enemy.boundary_left
                        and enemy.change_x < 0
                ):
                    enemy.change_x *= -1
    
            # 碰撞检测
            player_collision_list = arcade.check_for_collision_with_lists(
                self.wanjia,
                [
                    # self.scene[LAYER_tree],
                    self.scene[LAYER_enemies],
                ],
            )
    
            # 检测磁到的是硬币还是敌人
            for collision in player_collision_list:
                if self.scene[LAYER_enemies] in collision.sprite_lists:
                    arcade.play_sound(self.game_over)
                    self.setup()
                    return
                else:
                    # 算出这枚硬币值多少分
                    if "Points" not in collision.properties:
                        print("警告,收集的硬币没有点数属性.")
                    else:
                        points = int(collision.properties["Points"])
                        self.score += points
    
                    # Remove the coin
                    collision.remove_from_sprite_lists()
                    arcade.play_sound(self.collect_coin_sound)
    
    
            # 是否走到地图尽头
            if self.wanjia.center_x >= self.end_of_map:
                # 关卡升级
                self.level += 1
                # 不需重新积分
                self.reset_score = False
                # 加载下个场景
                self.setup()
    
            self.center_camera_to_player()   # 摄象机
    
    
    def main():
        """主程序"""
        window = MyGame()
        window.setup()
        arcade.run()
    
    
    if __name__ == "__main__":
        main()
    
    
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    源码获取

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