简而言之,我想在每一次消灭敌人时增加一个敌人。我用有限的知识尝试了几种不同的方法,还尝试通过搜索引擎找到类似的解决方案。
由于舰船和敌人的图像不在当前目录中,因此它们不会出现。
这是我所说的游戏代码:
#Among the Stars
#Set up the screen
import turtle, os, math, random, time
#import os
#import math
#import random
#import time
#Set up the screen
wn = turtle.Screen()
wn.bgcolor("black")
wn.title("Among the Stars")
wn.bgpic("outinspace.gif")
#Register the shapes
turtle.register_shape("enemy.gif")
turtle.register_shape("player.gif")
#Draw border
border_pen = turtle.Turtle()
border_pen.speed(0)
border_pen.color("white")
border_pen.penup()
border_pen.setposition(-300, -300)
border_pen.pendown()
border_pen.pensize(3)
for side in range(4):
border_pen.fd(600)
border_pen.lt(90)
border_pen.hideturtle()
#Set the score to 0
score = 0
#Draw the score
score_pen = turtle.Turtle()
score_pen.speed(0)
score_pen.color("white")
score_pen.penup()
score_pen.setposition(-290, 280)
scorestring = "Score: %s" %score
score_pen.write(scorestring, False, align="left", font=("Arial", 14, "normal"))
score_pen.hideturtle()
#Create the player turtle
player = turtle.Turtle()
player.color("blue")
player.shape("player.gif")
player.penup()
player.speed(0)
player.setposition(0, -250)
player.setheading(90)
#turtle.tracer(10, 10)
playerspeed = 20
#Choose a number of enemies
number_of_enemies = 10
#Create an empty list of enemies
enemies = []
#Add enemies to the list
for i in range(number_of_enemies):
#Create the enemy
enemies.append(turtle.Turtle())
for enemy in enemies:
enemy.color("red")
enemy.shape("enemy.gif")
enemy.penup()
enemy.speed(0)
x = random.randint(-200, 200)
y = random.randint(100, 250)
enemy.setposition(x, y)
enemyspeed = 2
#Create the player's bullet
bullet = turtle.Turtle()
bullet.color("yellow")
bullet. shape("triangle")
bullet.penup()
bullet.speed(0)
bullet.setheading(90)
bullet.shapesize(0.5, 0.5)
bullet.hideturtle()
turtle.tracer(10, 10)
bulletspeed = 20
#Define bullet state
#ready - ready to fire
#fire - bullet is firing
bulletstate = "ready"
#Move the player left and right
def move_left():
x = player.xcor()
x -= playerspeed
if x < -280:
x = - 280
player.setx(x)
def move_right():
x = player.xcor()
x += playerspeed
if x > 280:
x = 280
player.setx(x)
def fire_bullet():
#Declare bulletstate as a global if it needs changed
global bulletstate
if bulletstate == "ready":
os.system("afplay laser.wav&")
bulletstate = "fire"
#Move the bullet to just above the player
x = player.xcor()
y = player.ycor() + 10
bullet.setposition(x, y)
bullet.showturtle()
def isCollision (t1, t2):
distance = math.sqrt(math.pow(t1.xcor()-t2.xcor(),2)+math.pow(t1.ycor()-t2.ycor(),2))
if distance < 25:
return True
else:
return False
#Create keyboard bindings
turtle.listen()
turtle.onkey(move_left, "Left")
turtle.onkey(move_right, "Right")
turtle.onkey(fire_bullet, "space")
#Main game loop
while True:
for enemy in enemies:
#Move the enemy
x = enemy.xcor()
x += enemyspeed
enemy.setx(x)
#Move the enemy back and down
if enemy.xcor() > 280:
#Move all enemies down
for e in enemies:
y = e.ycor()
y -= 20
e.sety(y)
#Change enemy direction
enemyspeed *= -1
if enemy.xcor() < -280:
#Move all enemies down
for e in enemies:
y = e.ycor()
y -= 20
e.sety(y)
#Change enemy direction
enemyspeed *= -1
#Check for a collision between the bullet and the enemy
if isCollision(bullet, enemy):
os.system("afplay explode.wav&")
#Reset the bullet
bullet.hideturtle()
bulletstate = "ready"
bullet.setposition(0, -400)
#Reset the enemy
x = random.randint(-200, 200)
y = random.randint(100, 250)
enemy.setposition(x, y)
#Add another enemy
#Update the score
score += 10
scorestring = "Score: %s" %score
score_pen.clear()
score_pen.write(scorestring, False, align="left", font=("Arial", 14, "normal"))
if isCollision(player, enemy):
os.system("afplay explode.wav&")
player.hideturtle()
enemy.hideturtle()
print ("Game Over")
break
#Move the bullet
if bulletstate == "fire":
y = bullet.ycor()
y += bulletspeed
bullet.sety(y)
#Check to see if the bullet has gone to the top
if bullet.ycor() > 275:
bullet.hideturtle()
bulletstate = "ready"
delay = input("Press enter to finish.")