黏液入侵者#

slime_invaders.py#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 | """ Slime Invaders Artwork from https://kenney.nl This example shows how to: * Get sprites to move as a group * Change texture of sprites as a group * Only have the bottom sprite in the group fire lasers * Create 'shields' like in space invaders If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.slime_invaders """ import random import arcade SPRITE_SCALING_PLAYER = 0.5 SPRITE_SCALING_enemy = 0.5 SPRITE_SCALING_LASER = 0.8 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Slime Invaders" BULLET_SPEED = 5 ENEMY_SPEED = 2 MAX_PLAYER_BULLETS = 3 # This margin controls how close the enemy gets to the left or right side # before reversing direction. ENEMY_VERTICAL_MARGIN = 15 RIGHT_ENEMY_BORDER = SCREEN_WIDTH - ENEMY_VERTICAL_MARGIN LEFT_ENEMY_BORDER = ENEMY_VERTICAL_MARGIN # How many pixels to move the enemy down when reversing ENEMY_MOVE_DOWN_AMOUNT = 30 # Game state GAME_OVER = 1 PLAY_GAME = 0 class MyGame(arcade.Window): """ Main application class. """ def __init__(self): """ Initializer """ # Call the parent class initializer super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Variables that will hold sprite lists self.player_list = None self.enemy_list = None self.player_bullet_list = None self.enemy_bullet_list = None self.shield_list = None # Textures for the enemy self.enemy_textures = None # State of the game self.game_state = PLAY_GAME # Set up the player info self.player_sprite = None self.score = 0 # Enemy movement self.enemy_change_x = -ENEMY_SPEED # Don't show the mouse cursor self.set_mouse_visible(False) # Load sounds. Sounds from kenney.nl self.gun_sound = arcade.load_sound(":resources:sounds/hurt5.wav") self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav") arcade.set_background_color(arcade.color.AMAZON) # arcade.configure_logging() def setup_level_one(self): # Load the textures for the enemies, one facing left, one right self.enemy_textures = [] texture = arcade.load_texture(":resources:images/enemies/slimeBlue.png", mirrored=True) self.enemy_textures.append(texture) texture = arcade.load_texture(":resources:images/enemies/slimeBlue.png") self.enemy_textures.append(texture) # Create rows and columns of enemies x_count = 7 x_start = 380 x_spacing = 60 y_count = 5 y_start = 420 y_spacing = 40 for x in range(x_start, x_spacing * x_count + x_start, x_spacing): for y in range(y_start, y_spacing * y_count + y_start, y_spacing): # Create the enemy instance # enemy image from kenney.nl enemy = arcade.Sprite() enemy.scale = SPRITE_SCALING_enemy enemy.texture = self.enemy_textures[1] # Position the enemy enemy.center_x = x enemy.center_y = y # Add the enemy to the lists self.enemy_list.append(enemy) def make_shield(self, x_start): """ Make a shield, which is just a 2D grid of solid color sprites stuck together with no margin so you can't tell them apart. """ shield_block_width = 5 shield_block_height = 10 shield_width_count = 20 shield_height_count = 5 y_start = 150 for x in range(x_start, x_start + shield_width_count * shield_block_width, shield_block_width): for y in range(y_start, y_start + shield_height_count * shield_block_height, shield_block_height): shield_sprite = arcade.SpriteSolidColor(shield_block_width, shield_block_height, arcade.color.WHITE) shield_sprite.center_x = x shield_sprite.center_y = y self.shield_list.append(shield_sprite) def setup(self): """ Set up the game and initialize the variables. Call this method if you implement a 'play again' feature. """ self.game_state = PLAY_GAME # Sprite lists self.player_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() self.player_bullet_list = arcade.SpriteList() self.enemy_bullet_list = arcade.SpriteList() self.shield_list = arcade.SpriteList(is_static=True) # Set up the player self.score = 0 # Image from kenney.nl self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/" "femalePerson_idle.png", SPRITE_SCALING_PLAYER) self.player_sprite.center_x = 50 self.player_sprite.center_y = 40 self.player_list.append(self.player_sprite) # Make each of the shields for x in range(75, 800, 190): self.make_shield(x) # Set the background color arcade.set_background_color(arcade.color.AMAZON) self.setup_level_one() def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing self.clear() # Draw all the sprites. self.enemy_list.draw() self.player_bullet_list.draw() self.enemy_bullet_list.draw() self.shield_list.draw() self.player_list.draw() # Render the text arcade.draw_text(f"Score: {self.score}", 10, 20, arcade.color.WHITE, 14) # Draw game over if the game state is such if self.game_state == GAME_OVER: arcade.draw_text("GAME OVER", 250, 300, arcade.color.WHITE, 55) self.set_mouse_visible(True) def on_mouse_motion(self, x, y, dx, dy): """ Called whenever the mouse moves. """ # Don't move the player if the game is over if self.game_state == GAME_OVER: return self.player_sprite.center_x = x def on_mouse_press(self, x, y, button, modifiers): """ Called whenever the mouse button is clicked. """ # Only allow the user so many bullets on screen at a time to prevent # them from spamming bullets. if len(self.player_bullet_list) < MAX_PLAYER_BULLETS: # Gunshot sound arcade.play_sound(self.gun_sound) # Create a bullet bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER) # The image points to the right, and we want it to point up. So # rotate it. bullet.angle = 90 # Give the bullet a speed bullet.change_y = BULLET_SPEED # Position the bullet bullet.center_x = self.player_sprite.center_x bullet.bottom = self.player_sprite.top # Add the bullet to the appropriate lists self.player_bullet_list.append(bullet) def update_enemies(self): # Move the enemy vertically for enemy in self.enemy_list: enemy.center_x += self.enemy_change_x # Check every enemy to see if any hit the edge. If so, reverse the # direction and flag to move down. move_down = False for enemy in self.enemy_list: if enemy.right > RIGHT_ENEMY_BORDER and self.enemy_change_x > 0: self.enemy_change_x *= -1 move_down = True if enemy.left < LEFT_ENEMY_BORDER and self.enemy_change_x < 0: self.enemy_change_x *= -1 move_down = True # Did we hit the edge above, and need to move t he enemy down? if move_down: # Yes for enemy in self.enemy_list: # Move enemy down enemy.center_y -= ENEMY_MOVE_DOWN_AMOUNT # Flip texture on enemy so it faces the other way if self.enemy_change_x > 0: enemy.texture = self.enemy_textures[0] else: enemy.texture = self.enemy_textures[1] def allow_enemies_to_fire(self): """ See if any enemies will fire this frame. """ # Track which x values have had a chance to fire a bullet. # Since enemy list is build from the bottom up, we can use # this to only allow the bottom row to fire. x_spawn = [] for enemy in self.enemy_list: # Adjust the chance depending on the number of enemies. Fewer # enemies, more likely to fire. chance = 4 + len(self.enemy_list) * 4 # Fire if we roll a zero, and no one else in this column has had # a chance to fire. if random.randrange(chance) == 0 and enemy.center_x not in x_spawn: # Create a bullet bullet = arcade.Sprite(":resources:images/space_shooter/laserRed01.png", SPRITE_SCALING_LASER) # Angle down. bullet.angle = 180 # Give the bullet a speed bullet.change_y = -BULLET_SPEED # Position the bullet so its top id right below the enemy bullet.center_x = enemy.center_x bullet.top = enemy.bottom # Add the bullet to the appropriate list self.enemy_bullet_list.append(bullet) # Ok, this column has had a chance to fire. Add to list so we don't # try it again this frame. x_spawn.append(enemy.center_x) def process_enemy_bullets(self): # Move the bullets self.enemy_bullet_list.update() # Loop through each bullet for bullet in self.enemy_bullet_list: # Check this bullet to see if it hit a shield hit_list = arcade.check_for_collision_with_list(bullet, self.shield_list) # If it did, get rid of the bullet and shield blocks if len(hit_list) > 0: bullet.remove_from_sprite_lists() for shield in hit_list: shield.remove_from_sprite_lists() continue # See if the player got hit with a bullet if arcade.check_for_collision_with_list(self.player_sprite, self.enemy_bullet_list): self.game_state = GAME_OVER # If the bullet falls off the screen get rid of it if bullet.top < 0: bullet.remove_from_sprite_lists() def process_player_bullets(self): # Move the bullets self.player_bullet_list.update() # Loop through each bullet for bullet in self.player_bullet_list: # Check this bullet to see if it hit a enemy hit_list = arcade.check_for_collision_with_list(bullet, self.shield_list) # If it did, get rid of the bullet if len(hit_list) > 0: bullet.remove_from_sprite_lists() for shield in hit_list: shield.remove_from_sprite_lists() continue # Check this bullet to see if it hit a enemy hit_list = arcade.check_for_collision_with_list(bullet, self.enemy_list) # If it did, get rid of the bullet if len(hit_list) > 0: bullet.remove_from_sprite_lists() # For every enemy we hit, add to the score and remove the enemy for enemy in hit_list: enemy.remove_from_sprite_lists() self.score += 1 # Hit Sound arcade.play_sound(self.hit_sound) # If the bullet flies off-screen, remove it. if bullet.bottom > SCREEN_HEIGHT: bullet.remove_from_sprite_lists() def on_update(self, delta_time): """ Movement and game logic """ if self.game_state == GAME_OVER: return self.update_enemies() self.allow_enemies_to_fire() self.process_enemy_bullets() self.process_player_bullets() if len(self.enemy_list) == 0: self.setup_level_one() def main(): window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main() |