Pygame飛機大戰(六)——完成擊毀效果,並添加生命值

話不多說,直接上代碼分析……

因爲我們之前在創建己方飛機的時候,沒有對音效和重生的屬性和方法進行定義,所以我們先把這一部分補充完成:

class myPlane(pygame.sprite.Sprite):
    def __init__(self,screen,screen_size):
        pygame.sprite.Sprite.__init__(self)
        self.image1 = pygame.image.load('./images/me1.png').convert_alpha()
        self.image2 = pygame.image.load('./images/me2.png').convert_alpha()
        self.mask = pygame.mask.from_surface(self.image1)
        self.rect = self.image1.get_rect()
        self.width,self.height = screen_size[0],screen_size[1]
        self.rect.left,self.rect.bottom = (self.width-self.rect.width)//2, self.height-10

        self.screen = screen
        self.speed = 10
        self.switch_image = True
        self.delay = 100

        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('./images/me_destroy_1.png').convert_alpha(),
            pygame.image.load('./images/me_destroy_2.png').convert_alpha(),
            pygame.image.load('./images/me_destroy_3.png').convert_alpha(),
            pygame.image.load('./images/me_destroy_4.png').convert_alpha()])
        self.active = True
        self.down_sound = pygame.mixer.Sound("sound/me_down.wav")    # 添加音效
        self.down_sound.set_volume(0.2)

    def moveUp(self):
        if self.rect.top > 0:
            self.rect.top -= self.speed
        else:
            self.rect.top = 0

    def moveDown(self):
        if self.rect.bottom < self.height-10:
            self.rect.bottom += self.speed
        else:
            self.rect.bottom = self.height-10

    def moveLeft(self):
        if self.rect.left > 0:
            self.rect.left -= self.speed
        else:
            self.rect.left = 0

    def moveRight(self):
        if self.rect.right < self.width:
            self.rect.right += self.speed
        else:
            self.rect.right = self.width

    def animation(self):
        if self.switch_image:
            self.screen.blit(self.image1, self.rect)
        else:
            self.screen.blit(self.image2, self.rect)
        if self.delay % 5 == 0:
            self.switch_image = not self.switch_image
        self.delay -= 1
        if self.delay == 0:
            self.delay = 100

    def time_delay(self):    # 作爲整個遊戲動態切換的時鐘
        self.delay -= 1
        if self.delay == 0:
            self.delay = 100

    def reset(self):    # 添加重生的方法
        self.active = True
        self.rect.left, self.rect.bottom = (self.width - self.rect.left) // 2, self.height - 10

    def play_sound(self):    # 播放墜毀音效
        self.down_sound.play()

添加音效和重生方法,這邊就不做贅述了,之前敵機講的非常清楚了,下面我們來看下,怎麼實現擊中敵機的判斷,敵機墜毀了又應該做些什麼:

for each in bullet1:
    if each.active == True:    # 如果子彈沒有飛出界面及擊中飛機
        each.move()
        screen.blit(each.image, each.rect)  # 繪製子彈
        enemies_hit = pygame.sprite.spritecollide(each, enemies, False, pygame.sprite.collide_mask)  # 檢測子彈與敵機是否發生重疊(即爲擊中)
        if enemies_hit:    # 如果發生擊中了,enemies就是True
            each.active = False    # 更改子彈的狀態
            for e in enemies_hit:
                if e in mid_enemies or e in big_enemies:     # 如果擊中的是中型或者大型飛機,那麼就扣血
                    e.energy -= 1
                    if e.energy == 0:        # 如果血扣完了,那就拜拜了
                        e.active = False
                else:    # 如果是小型飛機,那就直接拜拜了
                    e.active = False
    else:    # 子彈重生
        each.reset(heroPlane.rect.midtop)

到這裏,就可以和上一篇的連起來了,如果發生子彈和敵機重疊的情況,即視爲擊中,那麼就扣血,血扣完了就更改敵機的active,敵機每次首先會判斷敵機的狀態,如果active是True那麼就正常的飛行,反之就觸發擊毀效果,並且重生飛機。

下面我們來看一下,怎麼判斷己方飛機有沒有被敵機擊中:

enemies_collided = pygame.sprite.spritecollide(heroPlane, enemies, False, pygame.sprite.collide_mask)        # 一樣的,判斷己方飛機是否和敵機組的飛機產生重合

if enemies_collided:            # 如果產生重合那麼就被擊毀了
    heroPlane.active = False    # 更改己方飛機的狀態
    for each in enemies_collided:    
        each.active = False  # 碰撞後,將敵機狀態設置爲False

好了,我們接下來就要實現己方飛機擊毀後血量的顯示和重生了:

# 我們需要在while True前加上下面的代碼
hero_destroy_index = 0    # 擊毀後己方飛機動畫的序號

life_image = pygame.image.load("images/life.png").convert_alpha()    # 加載血量的圖片
life_rect = life_image.get_rect()    # 獲取血量的rect
life_NUM = 3    # 設置血量爲3


# 在while True裏面,我們要對己方飛機被擊毀後應該做什麼事情進行處理
heroPlane.time_delay()    # 運行動態效果時鐘

if heroPlane.active == True:    # 判斷己方飛機的狀態
    heroPlane.animation()       # 如果沒有被擊毀就正常移動
else:
    if not (heroPlane.delay % 3):    # 做一定的延遲
        screen.blit(each.destroy_images[hero_destroy_index], each.rect)  # 繪製繪製墜毀的圖片
        hero_destroy_index = (hero_destroy_index + 1) % 4  # 更改圖片的序號
        if hero_destroy_index == 0:    # 如果是最後一張圖片
            life_NUM -= 1              # 血量減一
            heroPlane.play_sound()     # 播放墜毀音效
            heroPlane.reset()          # 重生飛機

if life_NUM > 0:    # 判斷血量是否大於0
    # 繪製血量圖片
    for i in range(life_NUM):
        screen.blit(life_image, (width - 10 - (i + 1) * life_rect.width, height - 10 - life_rect.height))

這樣我們所需要的擊毀效果和生命值的顯示就完成了,看下整體代碼和效果吧!

import pygame
import sys
from pygame.locals import *
import myclass

pygame.init()
screen_size = width, height = 480, 700
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('飛機大戰')
bg = pygame.image.load('./images/background.png').convert()

pygame.mixer.music.load('./sound/game_music.ogg')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)

def add_big_enemies(group1, group2, num):
    for big_enemy_num in range(num):
        each_big_enemy = myclass.BigEnemy(screen_size)
        group1.add(each_big_enemy)
        group2.add(each_big_enemy)

def add_mid_enemies(group1, group2, num):
    for mid_enemy_num in range(num):
        each_mid_enemy = myclass.MidEnemy(screen_size)
        group1.add(each_mid_enemy)
        group2.add(each_mid_enemy)

def add_small_enemies(group1, group2, num):
    for small_enemy_num in range(num):
        each_small_enemy = myclass.SmallEnemy(screen_size)
        group1.add(each_small_enemy)
        group2.add(each_small_enemy)


def main():
    clock = pygame.time.Clock()

    heroPlane = myclass.myPlane(screen, screen_size)

    enemies = pygame.sprite.Group()

    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)

    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)

    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 15)

    bullet1 = []
    bullet1_index = 0
    BULLET1_NUM = 5
    for i in range(BULLET1_NUM):
        bullet1.append(myclass.Bullet(heroPlane.rect.midtop, True))

    small_destroy_index = 0
    mid_destroy_index = 0
    big_destroy_index = 0
    hero_destroy_index = 0

    life_image = pygame.image.load("images/life.png").convert_alpha()
    life_rect = life_image.get_rect()
    life_NUM = 3

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

        key_pressed = pygame.key.get_pressed()
        if key_pressed[K_UP]:
            heroPlane.moveUp()
        if key_pressed[K_DOWN]:
            heroPlane.moveDown()
        if key_pressed[K_LEFT]:
            heroPlane.moveLeft()
        if key_pressed[K_RIGHT]:
            heroPlane.moveRight()

        screen.blit(bg, (0, 0))
        heroPlane.time_delay()
        
        for each in big_enemies:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
            else:
                if not (heroPlane.delay % 3):
                    screen.blit(each.destroy_images[big_destroy_index], each.rect)
                    big_destroy_index = (big_destroy_index + 1) % 6
                    if big_destroy_index == 0:
                        each.play_sound()
                        each.reset()

        for each in mid_enemies:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
            else:
                if not (heroPlane.delay % 3):
                    screen.blit(each.destroy_images[mid_destroy_index], each.rect)
                    mid_destroy_index = (mid_destroy_index + 1) % 4
                    if mid_destroy_index == 0:
                        each.play_sound()
                        each.reset()

        for each in small_enemies:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
            else:
                if not (heroPlane.delay % 3):
                    screen.blit(each.destroy_images[small_destroy_index], each.rect)
                    small_destroy_index = (small_destroy_index + 1) % 4
                    if small_destroy_index == 0:
                        each.play_sound()
                        each.reset()

        if heroPlane.active == True:
            heroPlane.animation()
        else:
            if not (heroPlane.delay % 3):
                screen.blit(heroPlane.destroy_images[hero_destroy_index], heroPlane.rect)
                hero_destroy_index = (hero_destroy_index + 1) % 4
                if hero_destroy_index == 0:
                    life_NUM -= 1
                    heroPlane.play_sound()
                    heroPlane.reset()

        if life_NUM > 0:
            for i in range(life_NUM):
                screen.blit(life_image, (width - 10 - (i + 1) * life_rect.width, height - 10 - life_rect.height))

        if not (heroPlane.delay % 10):
            bullet1[bullet1_index].reset(heroPlane.rect.midtop)
            bullet1_index = (bullet1_index + 1) % BULLET1_NUM

        for each in bullet1:
            if each.active == True:
                each.move()
                screen.blit(each.image, each.rect)
                enemies_hit = pygame.sprite.spritecollide(each, enemies, False,pygame.sprite.collide_mask)
                if enemies_hit:
                    each.active = False
                    for e in enemies_hit:
                        if e in mid_enemies or e in big_enemies:
                            e.energy -= 1
                            if e.energy == 0:
                                e.active = False
                        else:
                            e.active = False
            else:
                each.reset(heroPlane.rect.midtop)

        enemies_collided = pygame.sprite.spritecollide(heroPlane, enemies, False, pygame.sprite.collide_mask)

        if enemies_collided:
            heroPlane.active = False
            for each in enemies_collided:
                each.active = False

        pygame.display.flip()
        clock.tick(60)

if __name__ == '__main__':
    main()

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