小学生python游戏编程arcade----坦克大战4
小学生python游戏编程arcade----坦克大战4
- 前言
- 坦克大战4
- 1.1 每单元英语单词学完升级效果
- 1.2 单词调用及敌坦克随机问题
- 1.3 效果图
- 1.4 代码实现
- 源码获取
前言
接上篇文章继续解绍arcade游戏编程的基本知识。今天基本可玩了,让孩子试试
坦克大战4
1.1 每单元英语单词学完升级效果
1.2 单词调用及敌坦克随机问题
self.scene.add_sprite_list_after(LAYER_tanks, 'wj')if len(self.word_keys) == 0:if self.danyuan==len(self.gk[self.year]):self.level += 1self.year =self.years[self.level]else:self.danyuan += 1self.setup_word(self.danyuan, self.year)if len(self.word_keys) > 0:self.key = self.word_dict[self.word_keys[0]] # 朋友# print('key',self.key)xsword = {}xsword[self.word_keys[0]] = self.word_dict[self.word_keys[0]]# 随机取3sankey = random.sample(self.word_dict.keys(), 3)if self.word_keys[0] in sankey:sankey.remove(self.word_keys[0])# 增加两个敌人xsword[sankey[0]] = self.word_dict[sankey[0]]xsword[sankey[1]] = self.word_dict[sankey[1]]# 增加随机坦克posx=[]random_x= random.random()*SCREEN_width/3for jj in range(3):tempx=random_x+400*jjif tempx>self.end_of_map:tempx=random.random()*SCREEN_width/2posx.append(tempx)random_y = random.random() * self.top_of_map / 3random.shuffle(posx) # 打乱顺序# print(posx)j=0for x in xsword:tank = Enemy_tank("images/坦克2.png", 0.5, posx[j], random_y)tank.word = xtank.hz = xsword[x]self.scene.add_sprite(LAYER_tanks, tank)j +=1# 去掉已显示单词self.word_keys.remove(self.word_keys[0])# 增加子弹层self.scene.add_sprite_list_after(LAYER_bullet, 'wj')# 增加爆炸粒子列表self.scene.add_sprite_list_after(LAYER_explosions, 'wj')
1.3 效果图
1.4 代码实现
from arcadegame.guigl import *
from arcadegame.particle import *
from arcadegame.tank import *
from arcadegame.gghs import *
import os
import random
import timeclass 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.BLACK)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.init_sound()# 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 = 0self.top_of_map = 0# 关卡级别self.level = 1self.tankdl = 0.1 # 坦克前进动力self.words = '请打击敌人--'self.key = '' # 答案# self.init_rect()self.frame_count = 0self.stopnum = 0self.word_dict = {}self.word_keys = []# 敌人及子弹重置self.enemy_reset = Falseself.danyuan= 3self.year = '三年级上册'self.years =['三年级上册','三年级下册', '四年级上册','四年级下册']self.gk={'三年级上册':[1,2,3,4,5,6],'三年级下册':[1,2,3,4,5]}self.update_stop = False# 特效self.tx_pic_list = []def init_sound(self):# 加载声音self.collect_coin_sound = arcade.load_sound("sounds/coin2.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")self.hit_sound1 = arcade.load_sound(":resources:sounds/explosion1.wav")self.hit_sound2 = arcade.load_sound(":resources:sounds/explosion2.wav")self.hit_sound3 = arcade.load_sound(":resources:sounds/hit1.wav")self.hit_sound4 = arcade.load_sound(":resources:sounds/hit2.wav")def setup_enemy(self):# passself.scene.add_sprite_list_after(LAYER_tanks, 'wj')if len(self.word_keys) == 0:if self.danyuan==len(self.gk[self.year]):self.level += 1self.year =self.years[self.level]else:self.danyuan += 1self.setup_word(self.danyuan, self.year)if len(self.word_keys) > 0:self.key = self.word_dict[self.word_keys[0]] # 朋友# print('key',self.key)xsword = {}xsword[self.word_keys[0]] = self.word_dict[self.word_keys[0]]# 随机取3sankey = random.sample(self.word_dict.keys(), 3)if self.word_keys[0] in sankey:sankey.remove(self.word_keys[0])# 增加两个敌人xsword[sankey[0]] = self.word_dict[sankey[0]]xsword[sankey[1]] = self.word_dict[sankey[1]]# 增加随机坦克posx=[]random_x= random.random()*SCREEN_width/3for jj in range(3):tempx=random_x+400*jjif tempx>self.end_of_map:tempx=random.random()*SCREEN_width/2posx.append(tempx)random_y = random.random() * self.top_of_map / 3random.shuffle(posx) # 打乱顺序# print(posx)j=0for x in xsword:tank = Enemy_tank("images/坦克2.png", 0.5, posx[j], random_y)tank.word = xtank.hz = xsword[x]self.scene.add_sprite(LAYER_tanks, tank)j +=1# 去掉已显示单词self.word_keys.remove(self.word_keys[0])# 增加子弹层self.scene.add_sprite_list_after(LAYER_bullet, 'wj')# 增加爆炸粒子列表self.scene.add_sprite_list_after(LAYER_explosions, 'wj')def setup_player(self):# 添加角色.self.wanjia = Tank("images/坦克.png", 0.5, self.end_of_map, self.top_of_map)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['建筑物'])# 增加角色子弹层self.scene.add_sprite_list_after(LAYER_bullet_player, 'wj')def setup_map(self):# 初始化场景map_name = f"地图\佛相广场3.json" # jia{self.level}.json"# 层属性layer_options = {LAYER_platforms: {"use_spatial_hash": True,},LAYER_tree: {"use_spatial_hash": False,},'建筑物': {"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(self.tile_map.width,self.tile_map.height)self.end_of_map = self.tile_map.width * self.tile_map.tile_height * TILE_Scalingself.top_of_map = self.tile_map.height * self.tile_map.tile_width * TILE_Scalingdef setup_word(self, dy=1, year='三年级上册'):self.word_dict = getwordzw(u'english.xls', sheet_index=3, danyuan=dy, nianji=year)self.word_keys = list(self.word_dict.keys())print(self.word_dict)print(self.word_keys)def get_remintext(self,textstr):return arcade.Text(f"提醒: {textstr}",start_x=(SCREEN_width - len(textstr) * 18) / 2,start_y=SCREEN_height - 30,color=arcade.csscolor.WHITE_SMOKE,font_size=18,)def setup_rect(self):self.shapes = arcade.ShapeElementList()color1 = (128, 138, 135)# 参数:距形中心位置,宽,高,颜色,线宽rect = arcade.create_rectangle(SCREEN_width / 2, SCREEN_height - 60 / 2, SCREEN_width, 60, color1)self.shapes.append(rect)self.text_remind = self.get_remintext(self.words + self.key)def setup_explosion_piclist(self):columns = 16count = 60sprite_width = 256sprite_height = 256file_name = "images/爆炸动画图.png"# 从精灵表加载爆炸self.explosion_texture_list = []self.explosion_texture_list = arcade.load_spritesheet(file_name, sprite_width, sprite_height, columns, count)def setup(self):# 摄象机self.camera = arcade.Camera(SCREEN_width, SCREEN_height)self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_height)self.setup_map()if self.reset_score:self.score = 0self.reset_score = True# 加载单词self.setup_word(self.danyuan,self.year)# 爆炸self.setup_explosion_piclist()self.explosions_list = arcade.SpriteList()# 添加角色.self.setup_player()self.setup_enemy()self.setup_rect()for i in range(1, 10):self.tx_pic_list.append(arcade.load_texture('images/升级特效/2/图像' + str(i) + '.png'))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 and self.wanjia.bullets > 0:bullet_sprite = BulletSprite(":resources:images/space_shooter/""laserBlue01.png",1.8)self.wanjia.bullets -= 1bullet_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_y = self.wanjia.center_ybullet_sprite.center_x = self.wanjia.center_xself.scene[LAYER_bullet_player].append(bullet_sprite)arcade.play_sound(self.shoot_sound, speed=random.random() * 3 + 0.5)if key == arcade.key.LEFT:self.wanjia.change_angle = 1elif key == arcade.key.RIGHT:self.wanjia.change_angle = -1elif key == arcade.key.UP:self.wanjia.thrust = self.tankdlelif key == arcade.key.DOWN:self.wanjia.thrust = -self.tankdldef 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for aa in self.scene[LAYER_tanks]:aa.draw_word(aa.left, aa.top + 20)self.explosions_list.draw()self.gui_camera.use()self.shapes.draw()self.text_remind.draw()# 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, SCREEN_width-200, SCREEN_height-40, arcade.csscolor.RED, 18, )score_text = f"子弹: {self.wanjia.bullets},生命:{self.wanjia.life},gk:{self.level},等级:{self.danyuan}"arcade.draw_text(score_text, 10, SCREEN_height-40, arcade.csscolor.RED, 18, )# 摄相机随角色移动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_yself.camera.move_to(player_centered)# 敌机子弹碰撞检测def collision_bullet_enemy(self):self.scene[LAYER_explosions].update()# 子弹的碰撞检测for bullet in self.scene[LAYER_bullet]:# hit_list = arcade.check_for_collision_with_list(bullet, self.scene['建筑物'])hit_list = arcade.check_for_collision_with_lists(bullet,[self.scene['wj'],# self.scene[LAYER_tree],self.scene['建筑物'],],)if hit_list:bullet.remove_from_sprite_lists()for cc in hit_list:if (self.scene['wj'] in cc.sprite_lists):# print(cc)# 磁撞的是敌人 根据子弹伤害及敌人生命值确定争分数及消失self.wanjia.life -= 1if self.wanjia.life <= 0:game_over = GameOverView()self.window.show_view(game_over)return# print(cc)if (self.scene['建筑物'] in cc.sprite_lists):# 磁撞的是建筑物, 制造爆炸for i in range(20):particle = Particle(self.scene[LAYER_explosions])particle.position = cc.position # 粒子位置,也即敌人位置self.scene[LAYER_explosions].append(particle)smoke = Smoke(30)smoke.position = cc.position # 烟雾位置self.scene[LAYER_explosions].append(smoke)cc.remove_from_sprite_lists()# 爆炸声音arcade.sound.play_sound(self.hit_sound)return# 如过子弹超过地图则删掉.if (bullet.right < 0) or (bullet.bottom > self.top_of_map) or (bullet.left > self.end_of_map):bullet.remove_from_sprite_lists()def collision_player_enemy(self):# 碰撞检测player_collision_list = arcade.check_for_collision_with_lists(self.wanjia,[self.scene[LAYER_tanks],],)# 检测磁到的是硬币还是敌人for collision in player_collision_list:if self.scene[LAYER_tanks] in collision.sprite_lists:collision.remove_from_sprite_lists()arcade.play_sound(self.hit_sound3)if collision.hz == self.key:self.score += 50self.wanjia.bullets += 3self.enemy_reset = Truereturnelse: # 撞错了减两命self.wanjia.life -= 2if self.wanjia.life <= 0:arcade.play_sound(self.game_over)game_over = GameOverView()self.window.show_view(game_over)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)# 爆炸(动画效果)def baozha(self, hit_list):# 制造爆炸explosion = Explosion(self.explosion_texture_list)# 位置explosion.center_x = hit_list[0].center_xexplosion.center_y = hit_list[0].center_y# 更新爆炸explosion.update()# 添加列表self.explosions_list.append(explosion)# 角色子弹碰撞检测def collision_bullet_player(self):# 调用更新self.explosions_list.update()# 子弹的碰撞检测for bullet in self.scene[LAYER_bullet_player]:hit_list = arcade.check_for_collision_with_lists(bullet,[self.scene[LAYER_tanks],# self.scene[LAYER_tree],self.scene['建筑物'],],)if hit_list:bullet.remove_from_sprite_lists()for cc in hit_list:# 敌坦克与子弹碰撞if (self.scene[LAYER_tanks] in cc.sprite_lists):# 磁撞的是敌人 根据子弹伤害及敌人生命值确定争分数及消失cc.remove_from_sprite_lists()# 声音arcade.play_sound(self.hit_sound1)# 爆炸效果self.baozha(hit_list)if cc.hz == self.key:self.score += 100self.wanjia.bullets += 5self.enemy_reset = Truereturnelse:self.wanjia.life -= 2# print('打错了')if (self.scene['建筑物'] in cc.sprite_lists):# 磁撞的是建筑物, 制造爆炸for i in range(20):particle = Particle(self.scene[LAYER_explosions])particle.position = cc.position # 粒子位置,也即敌人位置self.scene[LAYER_explosions].append(particle)smoke = Smoke(30)smoke.position = cc.position # 烟雾位置self.scene[LAYER_explosions].append(smoke)cc.remove_from_sprite_lists()# 爆炸声音arcade.sound.play_sound(self.hit_sound2)return# 如过子弹超过地图则删掉.if (bullet.right < 0) or (bullet.bottom > self.top_of_map) or (bullet.left > self.end_of_map):bullet.remove_from_sprite_lists()def setup_texiao(self):# tx_list = arcade.load_textures(,文件名及rect列表tx = Explosion(self.tx_pic_list)tx.center_x = self.wanjia.center_x+random.randint(50,100)tx.center_y = self.wanjia.center_y+random.randint(80,160)tx.update()self.explosions_list.append(tx) # 暂时借用爆炸列表# 碰撞检测def collision_all(self):self.collision_bullet_enemy()self.collision_bullet_player()self.collision_player_enemy()if self.enemy_reset:# 重置坦克及子弹self.scene.remove_sprite_list_by_name(LAYER_bullet)self.scene.remove_sprite_list_by_name(LAYER_tanks)self.scene.add_sprite_list_after(LAYER_bullet, 'wj')self.scene.add_sprite_list_after(LAYER_tanks, 'wj')if len(self.word_keys)==0:print('升级成功')self.update_stop = True# self.setup_texiao()return# arcade.draw_text('升级成功', self.wanjia.center_x, self.wanjia.center_y + 40, arcade.csscolor.RED, 18, )# time.sleep(10)self.setup_enemy()self.enemy_reset = False# 敌人更新def update_ememy_tank(self):colors_bullet_list = [arcade.color.RED_ORANGE, arcade.color.BLUE_GRAY, arcade.color.GREEN,arcade.color.YELLOW_GREEN]self.frame_count += 1for enemy in self.scene[LAYER_tanks]:enemy.update()# 首先,计算与角色的角度。我们可以这样做只有当子弹发射时,但在这种情况下,我们会轮换# 敌人每一帧都要面对玩家,所以我们会这样做# 起始位置start_x = enemy.center_xstart_y = enemy.center_y# 目标位置dest_x = self.wanjia.center_xdest_y = self.wanjia.center_y# 计算子弹行进的角度。x_diff = dest_x - start_xy_diff = dest_y - start_yangle = math.atan2(y_diff, x_diff)# 设置敌人面向角色enemy.angle = math.degrees(angle) - 90# 每60帧发射一次# to_player_leng=if (self.frame_count % 220 == 0):# 利用粒子制子弹bullet = arcade.SpriteCircle(8, colors_bullet_list[random.randrange(4)])bullet.center_x = start_xbullet.center_y = start_y# 设置子弹角度朝向角色bullet.angle = math.degrees(angle)# 根据角度,计算子弹的变化change_x和change_y。速度是子弹行进的速度。bullet.change_x = math.cos(angle) * 5bullet.change_y = math.sin(angle) * 5self.scene.add_sprite(LAYER_bullet, bullet)# self.bullet_list.append(bullet)self.scene[LAYER_tanks].update()def on_update(self, delta_time: float):self.physics_engine.update() # 运用引擎移动角色# self.scene[LAYER_bullet_player].update()# 单个更新合为所有层的合并self.scene.update(['wj',LAYER_bullet_player, LAYER_bullet,LAYER_explosions])if self.update_stop:self.stopnum += 1# print(self.stopnum)if self.stopnum < 280:if self.stopnum % 30 ==0:self.setup_texiao()# self.explosions_list.update()returnself.text_remind = self.get_remintext('正在升级!')self.explosions_list.update()else:self.stopnum = 0self.text_remind = self.get_remintext('升级完成!')self.update_stop = Falseself.danyuan += 1if self.score>300: #分数换命self.wanjia.life += self.score // 300self.score = self.score % 300self.wanjia.life += 5 # 升级成功+5条命self.setup_word(self.danyuan,self.year)else:self.text_remind = self.get_remintext(self.words + self.key)self.collision_all()# 更新动画self.update_ememy_tank()# # 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.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/战场1.png", 1.3)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()menu_view = GameView()window.show_view(menu_view)arcade.run()if __name__ == "__main__":main()
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