瞄准并射击子弹#

sprite_bullets_aimed.py#
1"""
2Sprite Bullets
3
4Simple program to show basic sprite usage.
5
6Artwork from https://kenney.nl
7
8If Python and Arcade are installed, this example can be run from the command line with:
9python -m arcade.examples.sprite_bullets_aimed
10"""
11
12import random
13import arcade
14import math
15
16SPRITE_SCALING_PLAYER = 0.5
17SPRITE_SCALING_COIN = 0.2
18SPRITE_SCALING_LASER = 0.8
19COIN_COUNT = 50
20
21SCREEN_WIDTH = 800
22SCREEN_HEIGHT = 600
23SCREEN_TITLE = "Sprites and Bullets Aimed Example"
24
25BULLET_SPEED = 5
26
27window = None
28
29
30class MyGame(arcade.Window):
31 """ Main application class. """
32
33 def __init__(self):
34 """ Initializer """
35 # Call the parent class initializer
36 super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
37
38 # Variables that will hold sprite lists
39 self.player_list = None
40 self.coin_list = None
41 self.bullet_list = None
42
43 # Set up the player info
44 self.player_sprite = None
45 self.score = 0
46 self.score_text = None
47
48 # Load sounds. Sounds from kenney.nl
49 self.gun_sound = arcade.sound.load_sound(":resources:sounds/laser1.wav")
50 self.hit_sound = arcade.sound.load_sound(":resources:sounds/phaseJump1.wav")
51
52 self.background_color = arcade.color.AMAZON
53
54 def setup(self):
55
56 """ Set up the game and initialize the variables. """
57
58 # Sprite lists
59 self.player_list = arcade.SpriteList()
60 self.coin_list = arcade.SpriteList()
61 self.bullet_list = arcade.SpriteList()
62
63 # Set up the player
64 self.score = 0
65
66 # Image from kenney.nl
67 self.player_sprite = arcade.Sprite(
68 ":resources:images/animated_characters/female_person/femalePerson_idle.png",
69 scale=SPRITE_SCALING_PLAYER)
70 self.player_sprite.center_x = 50
71 self.player_sprite.center_y = 70
72 self.player_list.append(self.player_sprite)
73
74 # Create the coins
75 for i in range(COIN_COUNT):
76
77 # Create the coin instance
78 # Coin image from kenney.nl
79 coin = arcade.Sprite(":resources:images/items/coinGold.png", scale=SPRITE_SCALING_COIN)
80
81 # Position the coin
82 coin.center_x = random.randrange(SCREEN_WIDTH)
83 coin.center_y = random.randrange(120, SCREEN_HEIGHT)
84
85 # Add the coin to the lists
86 self.coin_list.append(coin)
87
88 # Set the background color
89 self.background_color = arcade.color.AMAZON
90
91 def on_draw(self):
92 """ Render the screen. """
93
94 # This command has to happen before we start drawing
95 self.clear()
96
97 # Draw all the sprites.
98 self.coin_list.draw()
99 self.bullet_list.draw()
100 self.player_list.draw()
101
102 # Put the text on the screen.
103 output = f"Score: {self.score}"
104 arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
105
106 def on_mouse_press(self, x, y, button, modifiers):
107 """ Called whenever the mouse button is clicked. """
108
109 # Create a bullet
110 bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", scale=SPRITE_SCALING_LASER)
111
112 # Position the bullet at the player's current location
113 start_x = self.player_sprite.center_x
114 start_y = self.player_sprite.center_y
115 bullet.center_x = start_x
116 bullet.center_y = start_y
117
118 # Get from the mouse the destination location for the bullet
119 # IMPORTANT! If you have a scrolling screen, you will also need
120 # to add in self.view_bottom and self.view_left.
121 dest_x = x
122 dest_y = y
123
124 # Do math to calculate how to get the bullet to the destination.
125 # Calculation the angle in radians between the start points
126 # and end points. This is the angle the bullet will travel.
127 x_diff = dest_x - start_x
128 y_diff = dest_y - start_y
129 angle = math.atan2(y_diff, x_diff)
130
131 # Rotate the sprite clockwise to align it with its travel path
132 bullet.angle = - math.degrees(angle)
133 print(f"Bullet angle: {bullet.angle:.2f}")
134
135 # Use the angle to calculate the velocity's change_x and
136 # change_y from speed. Speed is a directionless value, but
137 # the idea of velocity also includes direction.
138 bullet.change_x = math.cos(angle) * BULLET_SPEED
139 bullet.change_y = math.sin(angle) * BULLET_SPEED
140
141 # Add the bullet to the appropriate lists
142 self.bullet_list.append(bullet)
143
144 def on_update(self, delta_time):
145 """ Movement and game logic """
146
147 # Call update on all sprites
148 self.bullet_list.update()
149
150 # Loop through each bullet
151 for bullet in self.bullet_list:
152
153 # Check this bullet to see if it hit a coin
154 hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list)
155
156 # If it did, get rid of the bullet
157 if len(hit_list) > 0:
158 bullet.remove_from_sprite_lists()
159
160 # For every coin we hit, add to the score and remove the coin
161 for coin in hit_list:
162 coin.remove_from_sprite_lists()
163 self.score += 1
164
165 # If the bullet flies off-screen, remove it.
166 if bullet.bottom > self.width or bullet.top < 0 or bullet.right < 0 or bullet.left > self.width:
167 bullet.remove_from_sprite_lists()
168
169
170def main():
171 game = MyGame()
172 game.setup()
173 arcade.run()
174
175
176if __name__ == "__main__":
177 main()