接上篇文章继续解绍arcade游戏编程的基本知识。
代码实现
# _*_ coding: UTF-8 _*_
"""
坦克键盘控制转弯,及按角度前进与后退
子弹根据坦克的角度进行射击
"""
from arcadegame.seting import *
import arcade
import mathclass BulletSprite(arcade.Sprite):""" 将其角度设置为其行进方向的精灵. """def update(self):"""设置子弹精灵的角度与change_y,x 相关联 """super().update()self.angle = math.degrees(math.atan2(self.change_y, self.change_x))class Tank(arcade.Sprite):"""旋转角色类"""def __init__(self, filename, scale):# 调用图片super().__init__(filename, scale)# 前进的信息# 角度自动从父类传入。self.thrust = 0 # 前进动力,一直按键时,前进动力的增加self.speed = 0 # 速度self.max_speed = 3 # 最大速度,防止一直增加self.drag = 0.05 # 摩擦力# 炮台口位置self.paokou = 0, 0# 重生self.respawning = 0 # 重生计时器self.respawn()def respawn(self):"""死而复生画面'respawning'重生计时器."""# 如果我们正在重生,这不能为零self.respawning = 1self.center_x = SCREEN_width / 2self.center_y = SCREEN_height / 2self.angle = 0def update(self):# 死后复生if self.respawning:self.respawning += 1self.alpha = self.respawningif self.respawning > 250:self.respawning = 0self.alpha = 255if self.speed > 0:self.speed -= self.dragif self.speed < 0:self.speed = 0if self.speed < 0:self.speed += self.dragif self.speed > 0:self.speed = 0self.speed += self.thrustif self.speed > self.max_speed:self.speed = self.max_speedif self.speed < -self.max_speed:self.speed = -self.max_speedself.change_x = -math.sin(math.radians(self.angle)) * self.speedself.change_y = math.cos(math.radians(self.angle)) * self.speedself.center_x += self.change_xself.center_y += self.change_y# # 过界处理# if self.right < 0:# self.left = SCREEN_width## if self.left > SCREEN_width:# self.right = 0## if self.bottom < 0:# self.top = SCREEN_height## if self.top > SCREEN_height:# self.bottom = 0""" 调用父类update """super().update()
from arcadegame.guigl import *
from arcadegame.mysprite import *
from arcadegame.tank import *
# 添加角色.self.wanjia = Tank("images/坦克.png", 0.5)self.wanjia.center_x = PLAYER_start_xself.wanjia.center_y = PLAYER_start_yself.scene.add_sprite("wj", self.wanjia)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.PhysicsEngineSimple(self.wanjia,walls=self.scene['fz'])

from arcadegame.guigl import *
from arcadegame.mysprite import *
from arcadegame.tank import *
import osclass GameView(arcade.View):def __init__(self):super().__init__()self.scene = Noneself.wanjia = Nonefile_path = os.path.dirname(os.path.abspath(__file__))os.chdir(file_path)arcade.set_background_color(arcade.csscolor.BLUE)self.physics_engine = Noneself.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")self.shoot_sound = arcade.load_sound(":resources:sounds/hurt5.wav")self.hit_sound = arcade.load_sound(":resources:sounds/hit5.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# 射击self.angle = 0def setup(self):# 摄象机self.camera = arcade.Camera(SCREEN_width, SCREEN_height)self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_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 = 0self.reset_score = Trueself.end_of_map = self.tile_map.width * GRID_pixel_size# 添加角色.self.wanjia = Tank("images/坦克.png", 0.5)self.wanjia.center_x = PLAYER_start_xself.wanjia.center_y = PLAYER_start_yself.scene.add_sprite("wj", self.wanjia)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.PhysicsEngineSimple(self.wanjia,walls=self.scene['fz'])# -- 敌人 Enemiesenemies_layer = self.tile_map.object_lists['Enemies']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}.")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"]# 增加子弹层self.scene.add_sprite_list_after(LAYER_bullet, 'wj')def on_show_view(self):self.setup()def on_key_press(self, key: int, modifiers: int):if not self.wanjia.respawning and key == arcade.key.SPACE:bullet_sprite = BulletSprite(":resources:images/space_shooter/""laserBlue01.png",1)bullet_sprite.guid = "子弹"bullet_speed = 13bullet_sprite.change_y = \math.cos(math.radians(self.wanjia.angle)) * bullet_speedbullet_sprite.change_x = \-math.sin(math.radians(self.wanjia.angle)) \* bullet_speedbullet_sprite.center_x = self.wanjia.center_xbullet_sprite.center_y = self.wanjia.center_ybullet_sprite.update()self.scene[LAYER_bullet].append(bullet_sprite)# arcade.play_sound(self.laser_sound, speed=random.random() * 3 + 0.5)if key == arcade.key.LEFT:self.wanjia.change_angle = 3elif key == arcade.key.RIGHT:self.wanjia.change_angle = -3elif key == arcade.key.UP:self.wanjia.thrust = 0.15elif key == arcade.key.DOWN:self.wanjia.thrust = -.2def on_key_release(self, key: int, modifiers: int):if key == arcade.key.LEFT:self.wanjia.change_angle = 0elif key == arcade.key.RIGHT:self.wanjia.change_angle = 0elif key == arcade.key.UP:self.wanjia.thrust = 0elif key == arcade.key.DOWN:self.wanjia.thrust = 0def 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, )score_text = f"玩家: {self.wanjia.center_x}"arcade.draw_text(score_text, 10, 600, arcade.csscolor.RED, 18, )# for enemy in self.scene[LAYER_enemies]:# arcade.draw_text(enemy.string, enemy.left, enemy.top-80, arcade.csscolor.RED, 30, )# arcade.draw_text(str(int(self.wanjia.barrel.top))+';'+str(int(self.wanjia.barrel.left)), 10, 300, arcade.csscolor.RED, 18, )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 = 0if screen_center_y < 0:screen_center_y = 0player_centered = screen_center_x, screen_center_y# print(player_centered)self.camera.move_to(player_centered)def bengchuang(self):# 子弹的碰撞检测for bullet in self.scene[LAYER_bullet]:hit_list = arcade.check_for_collision_with_lists(bullet,[self.scene[LAYER_enemies],self.scene[LAYER_tree],],)if hit_list:bullet.remove_from_sprite_lists()for collision in hit_list:if (self.scene[LAYER_enemies] in collision.sprite_lists):# The collision was with an enemycollision.health -= BULLET_shanghaiif collision.health <= 0:collision.remove_from_sprite_lists()self.score += 100# Hit soundarcade.play_sound(self.hit_sound)returnif (bullet.right < 0) or (bullet.left> (self.tile_map.width * self.tile_map.tile_width) * TILE_Scaling):bullet.remove_from_sprite_lists()# 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()returnelse:# 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 coincollision.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()def on_update(self, delta_time: float):# print(self.physics_engine)self.physics_engine.update() # 运用引擎移动角色self.scene['wj'].update()self.scene[LAYER_bullet].update()# # 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)# 更新动画self.scene.update_animation(delta_time, [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]:if (enemy.boundary_rightand enemy.right > enemy.boundary_rightand enemy.change_x > 0):enemy.change_x *= -1if (enemy.boundary_leftand enemy.left < enemy.boundary_leftand enemy.change_x < 0):enemy.change_x *= -1# print(enemy.string)arcade.draw_text(enemy.string, enemy.center_x, enemy.center_y, arcade.csscolor.RED, 18, )# 更新敌人及子弹self.scene.update([LAYER_enemies, LAYER_bullet]) #self.center_camera_to_player() # 摄象机class MainMenu(arcade.View):"""Class that manages the 'menu' view."""def on_show_view(self):"""设置背景"""arcade.set_background_color(arcade.color.WHITE)self.g = GuiGL()# 初始化场景self.background = arcade.Sprite("images/坦克12.png", 1.4)self.background.center_x = SCREEN_width / 2self.background.center_y = SCREEN_height / 2# 设置背景色arcade.set_background_color(arcade.color.DARK_BLUE_GRAY)# 事件方法2,自定义方法函数self.g.start_button.on_click = self.on_click_startdef on_draw(self):self.clear()self.background.draw()self.g.manager.draw()score_text = f"坦克大战"arcade.draw_text(score_text,SCREEN_width / 2-80,SCREEN_height / 2+220,arcade.csscolor.GOLD,30,)def on_click_start(self, event):print("自定义方法调用--开始:", event)game_view = GameView()self.window.show_view(game_view)class GameOverView(arcade.View):"""结整界面"""def on_show_view(self):"""设置背景"""arcade.set_background_color(arcade.color.BLACK)def on_draw(self):"""Draw the game overview"""self.clear()arcade.draw_text("游戏结束,点击重新开始",SCREEN_width / 2,SCREEN_height / 2,arcade.color.WHITE,30,anchor_x="center",)def on_mouse_press(self, _x, _y, _button, _modifiers):"""Use a mouse press to advance to the 'game' view."""game_view = GameView()self.window.show_view(game_view)def main():"""主函数"""window = arcade.Window(SCREEN_width, SCREEN_height, SCREEN_title)menu_view = MainMenu()window.show_view(menu_view)arcade.run()if __name__ == "__main__":main()
代码较长,是前面知识学习后的一个简单应用
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