瞄准并射击子弹#

sprite_bullets_aimed.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 | """ Sprite Bullets Simple program to show basic sprite usage. Artwork from https://kenney.nl If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.sprite_bullets_aimed """ import random import arcade import math import os SPRITE_SCALING_PLAYER = 0.5 SPRITE_SCALING_COIN = 0.2 SPRITE_SCALING_LASER = 0.8 COIN_COUNT = 50 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Sprites and Bullets Aimed Example" BULLET_SPEED = 5 window = None class MyGame(arcade.Window): """ Main application class. """ def __init__(self): """ Initializer """ # Call the parent class initializer super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Set the working directory (where we expect to find files) to the same # directory this .py file is in. You can leave this out of your own # code, but it is needed to easily run the examples using "python -m" # as mentioned at the top of this program. file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) # Variables that will hold sprite lists self.player_list = None self.coin_list = None self.bullet_list = None # Set up the player info self.player_sprite = None self.score = 0 self.score_text = None # Load sounds. Sounds from kenney.nl self.gun_sound = arcade.sound.load_sound(":resources:sounds/laser1.wav") self.hit_sound = arcade.sound.load_sound(":resources:sounds/phaseJump1.wav") arcade.set_background_color(arcade.color.AMAZON) def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() # 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 = 70 self.player_list.append(self.player_sprite) # Create the coins for i in range(COIN_COUNT): # Create the coin instance # Coin image from kenney.nl coin = arcade.Sprite(":resources:images/items/coinGold.png", SPRITE_SCALING_COIN) # Position the coin coin.center_x = random.randrange(SCREEN_WIDTH) coin.center_y = random.randrange(120, SCREEN_HEIGHT) # Add the coin to the lists self.coin_list.append(coin) # Set the background color arcade.set_background_color(arcade.color.AMAZON) def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing self.clear() # Draw all the sprites. self.coin_list.draw() self.bullet_list.draw() self.player_list.draw() # Put the text on the screen. output = f"Score: {self.score}" arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14) def on_mouse_press(self, x, y, button, modifiers): """ Called whenever the mouse button is clicked. """ # Create a bullet bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER) # Position the bullet at the player's current location start_x = self.player_sprite.center_x start_y = self.player_sprite.center_y bullet.center_x = start_x bullet.center_y = start_y # Get from the mouse the destination location for the bullet # IMPORTANT! If you have a scrolling screen, you will also need # to add in self.view_bottom and self.view_left. dest_x = x dest_y = y # Do math to calculate how to get the bullet to the destination. # Calculation the angle in radians between the start points # and end points. This is the angle the bullet will travel. x_diff = dest_x - start_x y_diff = dest_y - start_y angle = math.atan2(y_diff, x_diff) # Angle the bullet sprite so it doesn't look like it is flying # sideways. bullet.angle = math.degrees(angle) print(f"Bullet angle: {bullet.angle:.2f}") # Taking into account the angle, calculate our change_x # and change_y. Velocity is how fast the bullet travels. bullet.change_x = math.cos(angle) * BULLET_SPEED bullet.change_y = math.sin(angle) * BULLET_SPEED # Add the bullet to the appropriate lists self.bullet_list.append(bullet) def on_update(self, delta_time): """ Movement and game logic """ # Call update on all sprites self.bullet_list.update() # Loop through each bullet for bullet in self.bullet_list: # Check this bullet to see if it hit a coin hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list) # If it did, get rid of the bullet if len(hit_list) > 0: bullet.remove_from_sprite_lists() # For every coin we hit, add to the score and remove the coin for coin in hit_list: coin.remove_from_sprite_lists() self.score += 1 # If the bullet flies off-screen, remove it. if bullet.bottom > self.width or bullet.top < 0 or bullet.right < 0 or bullet.left > self.width: bullet.remove_from_sprite_lists() def main(): game = MyGame() game.setup() arcade.run() if __name__ == "__main__": main() |