目前我正在为学校开展一场炮兵比赛。在过去的几天里,我努力创建可破坏的地形,但我不知道如何实现它。我想要它,以便每当艺术贝壳撞击地面时形成一个陨石坑。我想出了一套新眼睛的时间。这是代码。
import sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
class Terrain():
def __init__(self, min_height, max_height, total_points):
self.min_height = min_height
self.max_height = max_height
self.total_points = total_points+1
self.grid_size = 800 / total_points
self.height_map = list()
self.generate()
def generate(self):
#clear list
if len(self.height_map)>0:
for n in range(self.total_points):
self.height_map.pop()
#first point
last_x = 0
last_height = (self.max_height + self.min_height) / 2
self.height_map.append( last_height )
direction = 1
run_length = 0
#remaining points
for n in range( 1, self.total_points ):
rand_dist = random.randint(1, 10) * direction
height = last_height + rand_dist
self.height_map.append( int(height) )
if height < self.min_height: direction = -1
elif height > self.max_height: direction = 1
last_height = height
if run_length <= 0:
run_length = random.randint(1,3)
direction = random.randint(1,2)
if direction == 2: direction = -1
else:
run_length -= 1
def get_height(self,x):
x_point = int(x / self.grid_size)
return self.height_map[x_point]
def draw(self, surface):
global player_firing
last_x = 0
for n in range( 1, self.total_points ):
#draw circle at current point
height = 600 - self.height_map[n]
x_pos = int(n * self.grid_size)
pos = (x_pos, height)
color = (255,255,255)
#pygame.draw.circle(surface, color, pos, 4, 1)
if n == grid_point:
pygame.draw.circle(surface, (0,255,0), pos, 4, 0)
#draw line from previous point
last_height = 600 - self.height_map[n-1]
last_pos = (last_x, last_height)
pygame.draw.line(surface, color, last_pos, pos, 2)
last_x = x_pos
# this function initializes the game
def game_init():
global screen, backbuffer, font, timer, crosshair, crosshair_group, terrain
pygame.init()
screen = pygame.display.set_mode((800,600))
backbuffer = pygame.Surface((800,600))
pygame.display.set_caption("Artillery Gunner Game")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
#create terrain
terrain = Terrain(50, 400, 100)
# this function initializes the audio system
def audio_init():
global shoot_sound, boom_sound
#initialize the audio mixer
pygame.mixer.init()
#load sound files
shoot_sound = pygame.mixer.Sound("shoot.wav")
boom_sound = pygame.mixer.Sound("boom.wav")
# this function uses any available channel to play a sound clip
def play_sound(sound):
channel = pygame.mixer.find_channel(True)
channel.set_volume(0.5)
channel.play(sound)
# these functions draw a cannon at the specified position
def draw_player_cannon(surface,position):
#draw turret
turret_color = (30,180,30)
start_x = position.x + 15
start_y = position.y + 15
start_pos = (start_x, start_y)
vel = angular_velocity( wrap_angle(player_cannon_angle-90) )
end_pos = (start_x + vel.x * 30, start_y + vel.y * 30)
pygame.draw.line(surface, turret_color, start_pos, end_pos, 6)
#draw body
body_color = (30,220,30)
rect = Rect(position.x, position.y+15, 30, 15)
pygame.draw.rect(surface, body_color, rect, 0)
pygame.draw.circle(surface, body_color, (position.x+15,position.y+15), 15, 0)
def draw_computer_cannon(surface,position):
#draw turret
turret_color = (180,30,30)
start_x = position.x + 15
start_y = position.y + 15
start_pos = (start_x, start_y)
vel = angular_velocity( wrap_angle(computer_cannon_angle-90) )
end_pos = (start_x + vel.x * 30, start_y + vel.y * 30)
pygame.draw.line(surface, turret_color, start_pos, end_pos, 6)
#draw body
body_color = (220,30,30)
rect = Rect(position.x, position.y+15, 30, 15)
pygame.draw.rect(surface, body_color, rect, 0)
pygame.draw.circle(surface, body_color, (position.x+15,position.y+15), 15, 0)
#main program begins
game_init()
audio_init()
game_over = False
player_score = 0
enemy_score = 0
last_time = 0
mouse_x = mouse_y = 0
grid_point = 0
player_score = computer_score = 0
player_cannon_position = Point(0,0)
player_cannon_angle = 45
player_cannon_power = 8.0
computer_cannon_position = Point(0,0)
computer_cannon_angle = 315
computer_cannon_power = 8.0
player_firing = False
player_shell_position = Point(0,0)
player_shell_velocity = Point(0,0)
computer_firing = False
computer_shell_position = Point(0,0)
computer_shell_velocity = Point(0,0)
white = 255,255,255
#main loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
#event section
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
elif event.type == MOUSEMOTION:
mouse_x,mouse_y = event.pos
elif event.type == MOUSEBUTTONUP:
terrain.generate()
#get key states
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_UP] or keys[K_w]:
player_cannon_angle = wrap_angle( player_cannon_angle - 1 )
elif keys[K_DOWN] or keys[K_s]:
player_cannon_angle = wrap_angle( player_cannon_angle + 1 )
elif keys[K_RIGHT] or keys[K_d]:
if player_cannon_power <= 10.0:
player_cannon_power += 0.1
elif keys[K_LEFT] or keys[K_a]:
if player_cannon_power > 0.0:
player_cannon_power -= 0.1
if keys[K_SPACE]:
if not player_firing:
play_sound(shoot_sound)
player_firing = True
angle = wrap_angle( player_cannon_angle - 90 )
player_shell_velocity = angular_velocity( angle )
player_shell_velocity.x *= player_cannon_power
player_shell_velocity.y *= player_cannon_power
player_shell_position = player_cannon_position
player_shell_position.x += 15
player_shell_position.y += 15
#update section
if not game_over:
#keep turret inside a reasonable range
if player_cannon_angle > 180:
if player_cannon_angle < 270: player_cannon_angle = 270
elif player_cannon_angle <= 180:
if player_cannon_angle > 90: player_cannon_angle = 90
#calculate mouse position on terrain
grid_point = int(mouse_x / terrain.grid_size)
if ticks > last_time + 60000:
terrain.generate()
last_time = ticks
#move player shell
if player_firing:
player_shell_position.x += player_shell_velocity.x
player_shell_position.y += player_shell_velocity.y
#has shell hit terrain?
height = 600 - terrain.get_height(player_shell_position.x)
if player_shell_position.y > height:
player_firing = False
if player_shell_velocity.y < 10.0:
player_shell_velocity.y += 0.1
#has shell gone off the screen?
if player_shell_position.x < 0 or player_shell_position.x > 800:
player_firing = False
if player_shell_position.y < 0 or player_shell_position.y > 600:
player_firing = False
#move computer shell
if computer_firing:
computer_shell_position.x += computer_shell_velocity.x
computer_shell_position.y += computer_shell_velocity.y
#has shell hit terrain?
height = 600 - terrain.get_height(computer_shell_position.x)
if computer_shell_position.y > height:
computer_firing = False
if computer_shell_velocity.y < 10.0:
computer_shell_velocity.y += 0.1
#has shell gone off the screen?
if computer_shell_position.x < 0 or computer_shell_position.x > 800:
computer_firing = False
if computer_shell_position.y < 0 or computer_shell_position.y > 600:
computer_firing = False
else:
#is the computer ready to fire?
play_sound(shoot_sound)
computer_firing = True
computer_cannon_power = random.randint(1,10)
angle = wrap_angle( computer_cannon_angle - 90 )
computer_shell_velocity = angular_velocity( angle )
computer_shell_velocity.x *= computer_cannon_power
computer_shell_velocity.y *= computer_cannon_power
computer_shell_position = computer_cannon_position
computer_shell_position.x += 15
computer_shell_position.y += 15
#look for a hit by player's shell
if player_firing:
dist = distance(player_shell_position, computer_cannon_position)
if dist < 30:
play_sound(boom_sound)
player_score += 1
player_firing = False
screen.fill((white))
pygame.display.update()
pygame.time.wait(300)
#look for a hit by computer's shell
if computer_firing:
dist = distance(computer_shell_position, player_cannon_position)
if dist < 30:
play_sound(boom_sound)
computer_score += 1
computer_firing = False
screen.fill((white))
pygame.display.update()
pygame.time.wait(300)
#drawing section
backbuffer.fill((20,20,120))
#draw the terrain
terrain.draw(backbuffer)
#draw player's gun
y = 600 - terrain.get_height(70+15) - 20
player_cannon_position = Point(70,y)
draw_player_cannon(backbuffer, player_cannon_position)
#draw computer's gun
y = 600 - terrain.get_height(700+15) - 20
computer_cannon_position = Point(700,y)
draw_computer_cannon(backbuffer, computer_cannon_position)
#draw player's shell
if player_firing:
x = int(player_shell_position.x)
y = int(player_shell_position.y)
pygame.draw.circle(backbuffer, (20,230,20), (x,y), 4, 0)
#draw computer's shell
if computer_firing:
x = int(computer_shell_position.x)
y = int(computer_shell_position.y)
pygame.draw.circle(backbuffer, (230,20,20), (x,y), 4, 0)
#draw the back buffer
screen.blit(backbuffer, (0,0))
if not game_over:
print_text(font, 0, 0, "SCORE " + str(player_score))
print_text(font, 0, 20, "ANGLE " + "{:.1f}".format(player_cannon_angle))
print_text(font, 0, 40, "POWER " + "{:.2f}".format(player_cannon_power))
if player_firing:
print_text(font, 0, 60, "FIRING")
print_text(font, 650, 0, "SCORE " + str(computer_score))
print_text(font, 650, 20, "ANGLE " + "{:.1f}".format(computer_cannon_angle))
print_text(font, 650, 40, "POWER " + "{:.2f}".format(computer_cannon_power))
if computer_firing:
print_text(font, 650, 60, "FIRING")
print_text(font, 0, 580, "CURSOR " + str(Point(mouse_x,mouse_y)) + \
", GRID POINT " + str(grid_point) + ", HEIGHT " + \
str(terrain.get_height(mouse_x)))
else:
print_text(font, 0, 0, "GAME OVER")
pygame.display.update()
如果你回应请解释它为什么有效,这样我才能理解如何以及为什么。
答案 0 :(得分:0)
在地形类中,有一个列表self.hitpoints = []
。在检查导弹是否击中地面的代码中,当导弹执行此操作时,将该点添加到地形列表中。在地形更新中有一个循环:
if self.hitpoints:
for hit in self.hitpoints:
background.blit(crater image, (hit))
另外我建议把炮塔变成班级,因为你不会有太多重复的代码,并且可以写:
player = Turret()
computer = Turret()