• 太空射击第14课: 玩家生命


    太空射击第14课: 玩家生命

    这是我们“Shmup”项目的第11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,我们将为玩家添加多个生命值,并在玩家死亡时添加一个漂亮的爆炸。

    视频

    您可以在此处观看本课程的视频:

    玩家爆炸

    我们将使用不同的爆炸动画来表示玩家的死亡,来自相同的Kenny Game Art包,称为“声波爆炸”。

    单击此处下载这些图像的压缩包。

    我们只需要加载这些框架,就像我们为其他爆炸所做的那样。我们只需添加另一个名为'player'爆炸类型并将其加载到同一循环中,因为它具有与我们正在加载的其他爆炸相同的帧数。现在我们的加载代码将如下所示:

    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)
    
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    我们不需要在Explosion精灵类中更改任何内容,因此我们只需要在玩家的护盾用完时创建一个玩家爆炸。我们可以在游戏循环中添加这一点,在该循环中,我们将检查玩家与流星碰撞:

    # 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:
            death_explosion = Explosion(player.rect.center, 'player')
            all_sprites.add(death_explosion)
    		running = False
    
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    但是,如果您运行该程序,您会发现我们现在遇到了一个问题:当玩家死亡时,我们设置runningFalse游戏结束,然后我们才有机会看到我们漂亮的爆炸!

    为了解决这个问题,我们需要在爆炸结束之前不要结束游戏。因此,我们删除玩家,但在爆炸消失之前不会设置running

        if player.shield <= 0:
            death_explosion = Explosion(player.rect.center, 'player')
            all_sprites.add(death_explosion)
    		player.kill()
    
    # if the player died and the explosion has finished playing
    if not player.alive() and not death_explosion.alive():
    	running = False
    
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    alive()函数仅返回特定子画面是否处于活动状态。由于我们在它完成游戏时kill()爆炸,我们现在可以在爆炸完成时结束游戏。

    生命

    现在我们要给玩家多重生命。我们可以使用变量跟踪它,但我们也希望能够在屏幕上显示它。与其只显示一个数字,不如使用玩家飞船的较小图像来指示还剩下多少条生命,这样看起来会更好。首先,我们将创建较小的映像:

    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)
    
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    现在,我们将向该Player类添加一些新参数,__init__():一个生命计数器,一个标志(可以是TrueFalse的变量)来隐藏/显示玩家,以及一个计时器来控制我们保持玩家隐藏多长时间:

    self.lives = 3
    self.hidden = False
    self.hide_timer = pygame.time.get_ticks()
    
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    现在,当玩家死亡时,我们将隐藏玩家并从 中减去 1,而不是使用kill() 。我们将lives减1,为新的生命重置了盾牌:

    if player.shield <= 0:
            death_explosion = Explosion(player.rect.center, 'player')
            all_sprites.add(death_explosion)
            player.hide()
            player.lives -= 1
            player.shield = 100
    
    # if the player died and the explosion has finished playing
    if player.lives == 0 and not death_explosion.alive():
        running = False
    
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    接下来,我们需要定义如何隐藏玩家。回到Player()类,我们将添加一个隐藏方法,该方法将标志hidden设置为True并启动计时器。我们还需要确保在玩家隐藏时,它不会被流星击中。我们有几种方法可以做到这一点,但是一个不需要从组中添加/删除等的简单方法是将玩家暂时移出屏幕底部:

    def hide(self):
        # hide the player temporarily
        self.hidden = True
        self.hide_timer = pygame.time.get_ticks()
        self.rect.center = (WIDTH / 2, HEIGHT + 200)
    
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    在玩家的update()方法中,我们需要经过足够的时间取消隐藏(我们现在使用1秒):

    def update(self):
    	# 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
    
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    生命计数器显示

    为了显示生命,我们将创建一个类似于我们的draw_shield_bar()函数,它将允许我们将生命计数器放置在给定的位置:

    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)
    
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    我们只是循环了'生命数'次,然后将每个图像间隔30像素(player_mini_img宽度为25像素,因此它们之间会留下一个小空间)。

    然后,在游戏循环的 draw 部分添加对此函数的调用:

    draw_lives(screen, WIDTH - 100, 5, player.lives,
    	   player_mini_img)
    
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    现在我们可以看到最终结果:[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-VTtA1UTt-1658991354598)(http://kidscancode.org/blog/img/shmup_part11_1.gif)]

    在下一课中,我们将为游戏添加一些道具。

    此部分的完整代码

    # KidsCanCode - Game Development with Pygame video series
    # Shmup game - part 11
    # Video link: https://www.youtube.com/watch?v=G5-4nV6LxgU
    # Explosions
    # 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
    
    # 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()
    
        def update(self):
            # 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 shoot(self):
            now = pygame.time.get_ticks()
            if now - self.last_shot > self.shoot_delay:
                self.last_shot = now
                bullet = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
                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 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)
    
    # Load all game sounds
    shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.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()
    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)
            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
    
        # 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12部分:通电

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  • 原文地址:https://blog.csdn.net/acktomas/article/details/126035169