上一篇講解玩家飛機控制方法,以及子彈越界判斷。本篇繼續(xù)講解敵機、補給包、Boss的生成及控制。
和玩家飛機一樣,繼承BasePlane創(chuàng)建幾個敵機相關(guān)類。
普通敵機EnemyPlane :move 控制移動
敵機BOSSBossPlane:血量大,不移動
攜帶補給包的敵機 RewardPlane:類似 BOSS,多了一個self.reward 屬性,保存補給類型,飛機被摧毀可以通過這個屬性,來刷新相應(yīng)的補給包。
class EnemyPlane(BasePlane):
def __init__(self, pygame_screen, Bullets):
BasePlane.__init__(self, pygame_screen, (randint(10, 460), 3), Image_EnemyPlane_1, 2, Bullets) # 隨機X坐標(biāo)刷新敵機
if self.x >= 240: # 根據(jù)刷新位置,生成初始移動方向
self.movedirection = 'Left'
else:
self.movedirection = 'Right'
self.movespeedH = 1 # 橫向移動速度
self.movespeedV = 1 # 縱向移動速度
self.health = 6
self.maxHealth = 6
self.score = 100 # 被擊落得分
self.__crate_images()
def __crate_images(self):
for i in range(4):
self.bombList.append(pygame.image.load("./res/enemy0_down" + str(i + 1) + ".png"))
def move(self):
self.y += self.movespeedH
if self.movedirection == 'Left':
self.x -= self.movespeedV
if self.x < 20:
self.movedirection = 'Right'
else:
self.x += self.movespeedV
if self.x > 460:
self.movedirection = 'Left'
def fire(self):
if self.bulletCdOk:
random_num = randint(1, 200)
if random_num == 8 or random_num == 20:
self.bulletList.append(EnemyBullet(self.screen, (self.x + (self.w / 2) - 4, self.y + (self.h))))
self.bulletCdOk = False
self.bulletCoolDownstate = 1
def display(self, ):
BasePlane.display(self)
# 血條顯示
for i in range(self.health):
self.screen.blit(self.healthImage, (self.x + i * 9, self.y - 13))
class RewardPlane(BasePlane):
def __init__(self, pygame_screen, Bullets, Rewarditem):
BasePlane.__init__(self, pygame_screen, (60, 240), Image_RewardPlane1, 2, Bullets)
self.health = 50
self.maxHealth = 50
self.score = 5000
self.reward = Rewarditem
self.__crate_images()
def __crate_images(self):
for i in range(4):
self.bombList.append(pygame.image.load("./res/enemy1_down" + str(i + 1) + ".png"))
def move(self):
pass
def fire(self):
if self.bulletCdOk:
random_num = randint(1, 200)
if random_num == 8 or random_num == 20:
self.bulletList.append(EnemyBullet(self.screen, (self.x + (self.w / 2) - 4, self.y + (self.h))))
self.bulletCdOk = False
self.bulletCoolDownstate = 1
def display(self):
BasePlane.display(self)
onstep = self.maxHealth // 8 # 血量換算成格數(shù)
healthpercent = self.health // onstep
# 血條顯示
for i in range(healthpercent):
self.screen.blit(self.healthImage, (self.x + self.w + 5, self.y + self.h - 24 - i * 9))
class BossPlane(BasePlane):
def __init__(self, pygame_screen, Bullets):
BasePlane.__init__(self, pygame_screen, (160, 3), Image_BossPlane1, 2, Bullets)
self.health = 200
self.maxHealth = 200
self.score = 10000
self.__crate_images()
# PlaySound(Sound_EnemyPlane_1) # 刷新是播放音效
def __crate_images(self):
for i in range(4):
self.bombList.append(pygame.image.load("./res/enemy2_down" + str(i + 1) + ".png"))
def move(self):
pass
def fire(self):
if self.bulletCdOk:
random_num = randint(1, 200)
if random_num == 8 or random_num == 20:
self.bulletList.append(EnemyBullet(self.screen, (self.x + (self.w / 2) - 4, self.y + (self.h))))
self.bulletCdOk = False
self.bulletCoolDownstate = 1
def display(self):
BasePlane.display(self)
onstep = self.maxHealth // 22 # 血量換算成格數(shù)
healthpercent = self.health // onstep
if healthpercent < 10:
self.image = pygame.image.load(Image_BossPlane1Half)
# 血條顯示
for i in range(healthpercent):
self.screen.blit(self.healthImage, (self.x + self.w + 5, self.y + self.h - 44 - i * 9))
更新Main()函數(shù),使用 enemybulltes = [] 和 enemyplanes = [] 保存敵機子彈,和敵機對象。列表形式保存,方便之后的越界判斷、碰撞判斷。
def Main():
pygame.init()
screen = pygame.display.set_mode((480, 852), 0, 32)
# 添加背景
Bg = BackGround(screen, Image_Background, 'dynamic')
Bullets = []
enemybulltes = []
enemyplanes = []
enemyplanes.append(EnemyPlane(screen,enemybulltes))
enemyplanes.append(BossPlane(screen, enemybulltes))
enemyplanes.append(RewardPlane(screen, enemybulltes,'shotbullet'))
hero = HeroPlane(screen, Bullets)
while True:
Bg.display()
hero.move() #生成飛機移動后位置
hero.bulletCoolDown() # 玩家飛機子彈冷卻
hero.fire() # 玩家飛機發(fā)射子彈
hero.display() #繪制玩家飛機
for enemy in enemyplanes:
enemy.bulletCoolDown()
enemy.move()
enemy.fire()
enemy.display()
# IsOverBound(Bullets, EnemyBullets, enemyplanes, Rewards)
IsOverBound(Bullets)
pygame.display.update()
MainControl(hero, screen)

敵機刷新效果
Main調(diào)用越界判斷函數(shù) IsOverBound ,補上傳參: enemyBulltes,enemyPlanes
IsOverBound(bullets,enemyBulltes,enemyPlanes)
運行程序,敵機就會發(fā)射子彈。

敵機子彈