飛機大戰(zhàn)(pygame)開發(fā)實錄六

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EnemyPlanemove 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 = []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


本篇講解敵機、補給包、Boss的生成及控制。大多屬性、方法與玩家飛機雷同,通過注釋可以理解。下一篇會重點講解碰撞檢測的實現(xiàn)。
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