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pygame飛機大戰用精靈組(sprite)的層(layer)編寫(十一)BOSS覺得都5G時代了,自動導航不能少。

BOSS瞄準了半天發射,可都被英雄躲過去了,心裡不爽,看到電商的廣告,感覺5G是個好東西,先搞個自動導航吧。

其實在上一篇中的millse類已經具有導航功能了,5G手機已經有了,差的是信号,那麼現在加入信号。

在 boss.py的fire_missle()函數的最前面,在發射飛彈前,先判斷是否已經有飛彈了,如果有了,那麼讓重新定位就行

for hero in herogroup:
            hero_pos = vect(hero.rect.centerx, hero.rect.centery)
            for gmissle in bossmisslegroup:
                gmissle.set_target_coordinate(hero_pos)
           

這麼一來,螢幕上所有的飛彈就跟着英雄飛機的心髒走了。

不過跟蹤飛彈也想實作動态圖檔,pygame的圖檔旋轉功能有點麻煩,動态圖的旋轉就涉及到多張圖檔的旋轉,需要多張圖檔的原始圖。是以要建立一個類來實作。該類繼承至Missle,完整代碼如下

from setting import *
from animation import *
from missle import *

class GuidedMissle(Missle):

# class GuidedMissle(pygame.sprite.Sprite):
    def __init__(self,group):
        self._layer = 5
        self.groups = allgroup,group
        pygame.sprite.Sprite.__init__(self,self.groups)
        self.animation = Animation()
        self.images = self.animation.load_image('images/missle/gmissle.png',
                                                60, 93, 1, 2)
        #必不可少的兩條代碼
        self.image = self.images[0].convert_alpha()
        self.rect = self.image.get_rect()
        #初設速度、角度
        self.x_speed = 0.00
        self.y_speed = 2.00
        self.speed = 5
        self.damage = 3
        self.angle = 0
        # 初始化階段指派,以後這個original圖檔坐标、方向都是不變的,self.image是變化的。
        # sprite 顯示的是self.image
        self.original = self.image.convert_alpha()

  
    def update(self):
        """更新飛彈位置
           旋轉圖像,計算x,y方向速度
           計算更新後的坐标點
           超出螢幕自動從所有精靈組删除
        """
        self.original = self.animation.get_current_image()
        #記錄原有中心,複雜轉換的圖像,轉換後中心為原中心
        original_center = self.rect.center
        #rotate後,original還是保持不變的,包括角度和坐标點,變的是self.image
        #self.image得到的是轉變後的圖像和圖像的坐标,該坐标是(0,0,width,height)轉角度angle後的坐标
        #不是目前位置的坐标。是以還得給轉變後的圖像的坐标重新指派。
        self.image = pygame.transform.rotate(self.original, 90 - self.angle).convert_alpha()
        self.rect.center = original_center
        self.mask = pygame.mask.from_surface(self.image)
        #用臨時變量來進行degree和 radian 之間的轉換
        angle = self.angle * math.pi / 180
        self.x_speed = self.speed * math.cos(angle)
        self.y_speed = self.speed * math.sin(angle)
        self.rect.x += self.x_speed
        self.rect.y += self.y_speed
        #當目标在飛彈到達之前沒了,改何去何從??
        #在主函數裡,尋找下一個目标,如果沒目标,往太空飛,飛出螢幕後自毀
        if not self.rect.colliderect(SCENERECT):
            self.kill()
           

在boss.py 裡添加fire_guided_missle()函數

def fire_guided_missile(self,interval = 2000):
        self.gmissleinterval = interval
        for hero in herogroup:
            hero_pos = vect(hero.rect.centerx, hero.rect.centery)
            for gmissle in bossGMgroup:
                gmissle.set_target_coordinate(hero_pos)
        current_time = pygame.time.get_ticks()
        pass_time = current_time - self.gmissle_start_time
        if pass_time < self.gmissleinterval:
            return
        self.gmissle_start_time = current_time
        gmissle =  GuidedMissle(bossGMgroup)
        boss_fire_pos = vect(self.rect.midbottom[0],
                                self.rect.midbottom[1] - 100)
        pos_x = boss_fire_pos.x - gmissle.rect.width // 2
        pos_y = boss_fire_pos.y
        gmissle.set_pos(pos_x, pos_y)
        gmissle.set_target_coordinate(hero_pos)
           

在update()函數裡發射。

self.fire_missle()

在setting.py 添加

bossGMgroup = pygame.sprite.Group()

boss.py完整代碼如下:

from setting import *
from animation import *
from lifebar import *
from bossbullet import *
from missle import *
from guidedmissle import *


class BossPlane(pygame.sprite.Sprite):
    def __init__(self):
        self._layer = 2
        self.groups = allgroup, bossgroup
        pygame.sprite.Sprite.__init__(self, self.groups)
        #設定飛機動态圖像
        self.animation = Animation()
        self.images = self.animation.load_images('images/boss/boss0_', 0, 4,
                                                 '.png')
        self.image = self.images[1]
        self.mask = pygame.mask.from_surface(self.image)
        # 飛機矩形
        self.rect = self.image.get_rect()
        self.bullet_speed = 4
        self.x_speed = 2
        self.y_speed = 2
        #預設移動方式
        self.motion_type = 1
        # 飛機子彈發射間隔 毫秒
        self.firetype = 0
        self.bullettype = 0
        self.bulletinterval = 200
        self.missleinterval = 500
        self.gmissleinterval = 2000
        # 飛機子彈發射目前時間
        self.bullet_start_time = pygame.time.get_ticks()
        self.missle_start_time = pygame.time.get_ticks()
        self.gmissle_start_time = pygame.time.get_ticks()

        self.HP = 500
        self.HPFULL = 500
        lifebar = Lifebar(self)

    def update(self):
        # self.HP -= 1
        if self.HP <= 0:
            self.kill()
        #更新飛機目前圖像
        if random.randint(0, 50) == 1:
            self.motion_type = random.randint(0, 1)
            self.x_speed = random.randint(-2, 3)
            self.y_speed = random.randint(-3, 2)
        self.image = self.animation.get_current_image()
        if self.motion_type == 0:
            if self.rect.x + self.rect.width > SCENEWIDTH or self.rect.x < 0:
                self.x_speed = -self.x_speed
            # self.rect.y += self.y_speed
            self.rect.x += self.x_speed
        elif self.motion_type == 1:
            if self.rect.x + self.rect.width > SCENEWIDTH or self.rect.x < 0:
                self.x_speed = -self.x_speed
            if self.rect.y + self.rect.height > SCENEHEIGHT // 1.3 or self.rect.y < 0:
                self.y_speed = -self.y_speed
            self.rect.x += self.x_speed
            self.rect.y += self.y_speed

        self.fire_bullet(
            random.randint(0, 8), random.randint(0, 12),
            random.randint(500, 2000))
        self.fire_missle()
        self.fire_guided_missile()

    def fire_guided_missile(self, interval=2000):
        self.gmissleinterval = interval
        for hero in herogroup:
            hero_pos = vect(hero.rect.centerx, hero.rect.centery)
            for gmissle in bossGMgroup:
                gmissle.set_target_coordinate(hero_pos)
        current_time = pygame.time.get_ticks()
        pass_time = current_time - self.gmissle_start_time
        if pass_time < self.gmissleinterval:
            return
        self.gmissle_start_time = current_time
        gmissle = GuidedMissle(bossGMgroup)
        boss_fire_pos = vect(self.rect.midbottom[0],
                             self.rect.midbottom[1] - 100)
        pos_x = boss_fire_pos.x - gmissle.rect.width // 2
        pos_y = boss_fire_pos.y
        gmissle.set_pos(pos_x, pos_y)
        gmissle.set_target_coordinate(hero_pos)

    def fire_missle(self, interval=500):
        self.missleinterval = interval
        current_time = pygame.time.get_ticks()
        pass_time = current_time - self.missle_start_time
        if pass_time < self.missleinterval:
            return
        self.missle_start_time = current_time
        for hero in herogroup:
            missle = Missle(bossmisslegroup)
            hero_pos = vect(hero.rect.centerx, hero.rect.centery)
            boss_fire_pos = vect(self.rect.midbottom[0],
                                 self.rect.midbottom[1] - 100)
            pos_x = boss_fire_pos.x - missle.rect.width // 2
            pos_y = boss_fire_pos.y
            missle.set_pos(pos_x, pos_y)
            missle.set_target_coordinate(hero_pos)

    def fire_bullet(self, firetype=0, bullettype=0, interval=500):
        #時間判斷,不到發射間隔,不射
        self.bulletinterval = interval
        current_time = pygame.time.get_ticks()
        pass_time = current_time - self.bullet_start_time
        if pass_time < self.bulletinterval:
            return
        self.bullet_start_time = current_time

        self.firetype = firetype
        self.bullettype = bullettype

        #boss 子彈的發射位置當然是下部中心
        boss_fire_pos = vect(self.rect.midbottom[0],
                             self.rect.midbottom[1] - 100)
        #單顆子彈
        if firetype == 0:
            bullet = BossBullet()
            bullet.set_bullet_type(bullettype)
            pos_x = boss_fire_pos.x - bullet.rect.width // 2
            pos_y = boss_fire_pos.y
            bullet.set_pos(pos_x, pos_y)
        # 兩個
        elif firetype == 1:
            interval = -self.rect.width // 4
            for v in range(0, 2):
                bullet = BossBullet()
                bullet.set_bullet_type(bullettype)
                pos_x = boss_fire_pos.x - bullet.rect.width // 2 + interval
                pos_y = boss_fire_pos.y
                bullet.set_pos(pos_x, pos_y)
                interval = self.rect.width // 4
        #三個
        elif firetype == 2:
            interval = -self.rect.width // 4
            for v in range(0, 3):
                bullet = BossBullet()
                bullet.set_bullet_type(bullettype)
                pos_x = boss_fire_pos.x - bullet.rect.width // 2 + interval
                pos_y = boss_fire_pos.y
                bullet.set_pos(pos_x, pos_y)
                interval += self.rect.width // 4
        # 向下30度角
        elif firetype == 3:
            for angle in range(75, 106, 10):
                bullet = BossBullet()
                bullet.set_bullet_type(bullettype)
                pos_x = boss_fire_pos.x
                pos_y = boss_fire_pos.y
                bullet.set_speed(self.bullet_speed, angle)
                bullet.set_pos(pos_x, pos_y)
        #向下 60度角
        elif firetype == 4:
            for angle in range(60, 121, 10):
                bullet = BossBullet()
                bullet.set_bullet_type(bullettype)
                pos_x = boss_fire_pos.x
                pos_y = boss_fire_pos.y
                bullet.set_speed(self.bullet_speed, angle)
                bullet.set_pos(pos_x, pos_y)
        #向下 90度角
        elif firetype == 5:
            for angle in range(45, 136, 10):
                bullet = BossBullet()
                bullet.set_bullet_type(bullettype)
                pos_x = boss_fire_pos.x
                pos_y = boss_fire_pos.y
                bullet.set_speed(self.bullet_speed, angle)
                bullet.set_pos(pos_x, pos_y)
        #向下 180度
        elif firetype == 6:
            for angle in range(0, 181, 10):
                bullet = BossBullet()
                bullet.set_bullet_type(bullettype)
                pos_x = boss_fire_pos.x
                pos_y = boss_fire_pos.y
                bullet.set_speed(self.bullet_speed, angle)
                bullet.set_pos(pos_x, pos_y)
        #360度
        elif firetype == 7:
            for angle in range(0, 360, 10):
                bullet = BossBullet()
                bullet.set_bullet_type(bullettype)
                pos_x = boss_fire_pos.x
                pos_y = boss_fire_pos.y
                bullet.set_speed(self.bullet_speed, angle)
                bullet.set_pos(pos_x, pos_y)
        #一頓亂射
        else:
            n = random.randint(10, 50)
            for v in range(0, n):
                if random.randint(0, 4) == 1:
                    bullet = BossBullet()
                    bullet.set_bullet_type(bullettype)
                    pos_x = boss_fire_pos.x - bullet.rect.width // 2
                    pos_y = boss_fire_pos.y
                    bullet.set_pos(pos_x + random.randint(-200, 200),
                                   pos_y + random.randint(-100, 100))
           

運作效果如下:

pygame飛機大戰用精靈組(sprite)的層(layer)編寫(十一)BOSS覺得都5G時代了,自動導航不能少。

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