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小学生python游戏编程arcade----6射击及子弹

Python游戏编程 ---- 小学生
2023-09-11 14:20:50 时间

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

射击及子弹

1、初始变量

init的中增加初始变量
# 射击
self.shoot_pressed = False
self.can_shoot = False
self.shoot_timer = 0

2、射击

2.1 健盘控制

on_key_release
if key == arcade.key.Q:
self.shoot_pressed = False
on_key_press

    if key == arcade.key.Q:
        self.shoot_pressed = True   

2.2 子弹加载与运行

子弹加载
# 子弹加载
if self.can_shoot:
if self.shoot_pressed:
arcade.play_sound(self.shoot_sound)
bullet = arcade.Sprite(
“:resources:images/space_shooter/laserBlue01.png”,
BULLET_scale,
)

            if self.player_sprite.facing_direction == R_facing:
                bullet.change_x = BULLET_speed
            else:
                bullet.change_x = -BULLET_speed

            bullet.center_x = self.player_sprite.center_x
            bullet.center_y = self.player_sprite.center_y

            self.scene.add_sprite(LAYER_bullet, bullet)

            self.can_shoot = False
    else:
        self.shoot_timer += 1
        if self.shoot_timer == SHOOT_speed:
            self.can_shoot = True
            self.shoot_timer = 0

2.3 子弹更新

    # 更新敌人及子弹
    self.scene.update([LAYER_enemies, LAYER_bullet]) 

2.4 子弹碰撞检测

# 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 enemy
                        collision.health -= BULLET_shanghai

                        if collision.health <= 0:
                            collision.remove_from_sprite_lists()
                            self.score += 100

                        # Hit sound
                        arcade.play_sound(self.hit_sound)

                return

            if (bullet.right < 0) or (
                bullet.left
                > (self.tile_map.width * self.tile_map.tile_width) * TILE_Scaling
            ):
                bullet.remove_from_sprite_lists()```

## 效果:
![在这里插入图片描述](https://img-blog.csdnimg.cn/2e70b3531f644603aff261a017dbd861.png#pic_center)
## 注代码

```python
# _*_ 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")

        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.shoot_pressed = False
        self.can_shoot = False
        self.shoot_timer = 0


    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)
        # 子弹
        self.can_shoot = True
        self.shoot_timer = 0
        # 增加子弹层
        self.scene.add_sprite_list(LAYER_bullet)

    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

        if key == arcade.key.Q:
            self.shoot_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

        if key == arcade.key.Q:
            self.shoot_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])


        # 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

        # 子弹加载
        if self.can_shoot:
            if self.shoot_pressed:
                arcade.play_sound(self.shoot_sound)
                bullet = arcade.Sprite(
                    ":resources:images/space_shooter/laserBlue01.png",
                    BULLET_scale,
                )

                if self.wanjia.facing_direction == R_facing:
                    bullet.change_x = BULLET_speed
                else:
                    bullet.change_x = -BULLET_speed

                bullet.center_x = self.wanjia.center_x
                bullet.center_y = self.wanjia.center_y

                self.scene.add_sprite(LAYER_bullet, bullet)

                self.can_shoot = False
        else:
            self.shoot_timer += 1
            if self.shoot_timer == SHOOT_speed:
                self.can_shoot = True
                self.shoot_timer = 0

        # 更新敌人及子弹
        self.scene.update([LAYER_enemies, LAYER_bullet])  #

        # 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 enemy
                        collision.health -= BULLET_shanghai

                        if collision.health <= 0:
                            collision.remove_from_sprite_lists()
                            self.score += 100

                        # Hit sound
                        arcade.play_sound(self.hit_sound)

                return

            if (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()
                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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