📜  Python Arcade - 在游戏中添加子弹

📅  最后修改于: 2022-05-13 01:54:27.170000             🧑  作者: Mango

Python Arcade - 在游戏中添加子弹

在本文中,我们将学习如何使用Python在 Arcade 中为游戏添加子弹。

添加子弹

在本例中,我们将向屏幕添加项目符号。为此,我们将使用一些函数:

draw_text():该函数用于使用 Pyglet 的标签在屏幕上绘制文本。



PhysicsEnginePlatformer():用于平台游戏的简单物理引擎。

使用的精灵():

在下面的示例中,我们将创建一个 MainGame() 类。首先在这个类中,我们将初始化一些变量,用于速度、场景、子弹精灵和玩家的精灵,然后我们将在这个类中创建 4 个函数。

  • on_draw():在这个函数中,我们将在屏幕上使用我们的场景。
  • setup():在这个函数中,我们将初始化我们的场景对象,然后我们将加载我们的播放器和平台的精灵。之后,我们将调用 PhysicsEnginePlatformer()函数。
  • on_update():在这个函数中,我们将更新物理引擎、玩家精灵的 x 坐标和子弹的 y 坐标。
  • on_key_press() 和 on_key_release():在这个函数中,我们将根据按下或释放的键盘键来改变速度变量的值。当用户按下向下箭头键时,我们将加载子弹精灵。

下面是实现:

Python3
# Importing arcade module
import arcade
  
# Creating MainGame class
class MainGame(arcade.Window):
    def __init__(self):
        super().__init__(600, 600,
                         title="Player Movement")
  
        # Initializing a variable to store
        # the velocity of the player
        self.vel_x = 0
  
        # Creating variable for bullet sprite
        self.bullet = None
  
        # Creating variable to store player sprite
        self.player = None
  
        # Creating variable for our game engine
        self.physics_engine = None
  
    # Creating on_draw() function to draw on the screen
    def on_draw(self):
        arcade.start_render()
  
        # Drawing our scene
        self.scene.draw()
  
    def setup(self):
         # Initialize Scene object
        self.scene = arcade.Scene()
  
        # Creating different sprite lists
        self.scene.add_sprite_list("Player")
        self.scene.add_sprite_list("Platforms",
                                   use_spatial_hash=True)
  
        # Adding player sprite
        self.player_sprite = arcade.Sprite("Player.png", 1)
  
        # Adding coordinates for the center of the sprite
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 90
  
        # Adding Sprite in our scene
        self.scene.add_sprite("Player", self.player_sprite)
  
        # Adding platform sprite according to level
        platform = arcade.Sprite(f"Platform.png", 1)
          
        # Adding coordinates for the center of the platform
        platform.center_x = 300
        platform.center_y = 32
        self.scene.add_sprite("Platforms", platform)
  
        # Creating Physics engine
        self.physics_engine = arcade.PhysicsEnginePlatformer(
            self.player_sprite, self.scene.get_sprite_list("Platforms"), 0.5
        )
  
    # Creating on_update function to
    # update the x coordinate
    def on_update(self, delta_time):
  
        # Changing x coordinate of player
        self.player_sprite.center_x += self.vel_x * delta_time
          
        # Updating the physics engine to move the player
        self.physics_engine.update()
  
        # If self.bullet has sprites
        if self.bullet != None:
  
            # Iterating over every bullet and changing y coordinate
            for bullet in self.scene.get_sprite_list("Bullet"):
                bullet.center_y += 5
  
    # Creating function to change the velocity
    # when button is pressed
    def on_key_press(self, symbol, modifier):
  
        # Checking the button pressed
        # and changing the value of velocity
        if symbol == arcade.key.LEFT:
            self.vel_x = -300
        elif symbol == arcade.key.RIGHT:
            self.vel_x = 300
        elif symbol == arcade.key.UP:
            if self.physics_engine.can_jump():
                self.player_sprite.change_y = 15
        elif symbol == arcade.key.DOWN:
            
            # Loading bullet sprite
            self.bullet = arcade.Sprite("Bullet.png", 1)
  
            # Initializing the starting coordinates
            self.bullet.center_x = self.player_sprite.center_x
            self.bullet.bottom = self.player_sprite.top
  
            # Adding the bullet sprite in the scene
            self.scene.add_sprite("Bullet", self.bullet)
  
    # Creating function to change the velocity
    # when button is released
    def on_key_release(self, symbol, modifier):
  
        # Checking the button released
        # and changing the value of velocity
        if symbol == arcade.key.LEFT:
            self.vel_x = 0
        elif symbol == arcade.key.RIGHT:
            self.vel_x = 0
  
  
# Calling MainGame class
game = MainGame()
game.setup()
arcade.run()


输出: