标签:des style blog http io ar os 使用 sp
process_sprite_group
看论坛,找到了答案
现在做撞击,看论坛,找到了答案。
如何产生一组导弹,岩石碰撞后不能再生
已经可以产生一组导弹了,但是导弹寿命要调整
碰撞后岩石消失,但是分数没有增加,岩石消失不再出现
分数已经增加啦,这个我自己做出来的
要有多重火箭和多重导弹。飞船撞到岩石会丢一条命, 导弹打到岩石得一分, 你要更新得分和生命情况,在合适的时候结束游戏。 .当发生碰撞的时候你可以选择添加爆炸动画
Tip #1 - Spawning rocks多重岩石
为了控制多重岩石,用rock_group代替 a_rock
.在rock_spawner里面,你应该产生一个本地的a_rock的副本并添加到全局集合rock_group里面。 为了避免超过12个岩石,你可以使用一个基于rock_group长度的测试。 为了测试你的代码,你可以添加一个for循环到draw handler里面以这种形式: 对每个在rock_group里面的岩石, 画出那个岩石。这个draw以后将被放到 process_sprite_group
里面在第一部分的最后一步
Phase one - 多重岩石
这部分,你要检测飞船和岩石的撞击。 发生撞击,岩石要毁坏并且玩家要丢失生命. 为了完成飞船岩石撞击:你要这么做:
False
. 目前,这个其他对象将一直是你的飞船, 但我们也想要能用这个colide方法来侦测跟导弹的撞击。 可以使用这两个对象的半径侦测撞击。这需要你完成 get_position
和get_radius在Sprite和get_radius.group
和一个sprit other_object
并经检查在other_object和group里的元素的撞击。如果有撞击, 撞击对象应该从group里面移除。为了避免移除你正在迭代的set(可能产生一个严重的bug), 通过 set(group)
创建一个副本迭代. 这个函数应该返回 True
或者False取决于是否有撞击。确定使用第一部分的collide方法 在sprites在group里面来完成这个任务。Phase three - 导弹
在这部分你要产生一个导弹组,在按空格的时候产生新的导弹加入导弹组里面。需要如下步骤:
missile_group
. 当你发射导弹的时候,你会注意到他们永远在飞。 为了修正这个,我们需要修改Sprite类和process_sprite_group.update
,sprite要增加。如果寿命大于或者等于sprite的生命,我们要删掉它。. 所以return返回False
(意味着我们要保留它) 如果age少于寿命并且True
(意味着我们要删掉它) 否则.True
, 从group里面删掉sprite。再一次 你将希望迭代sprite群的副本在process_sprite_group.来避免删掉从相同的set在你迭代的。group_collide
, 因为我要检查两个group的碰撞。我们要做的就是加一个新的函数 :group_group_collide
,啥呢,将两个grops的对象作为输入. group_group_collide
应该使用一个for循环在第一组副本元素迭代,然后第二组的所有元素调用group_collide.group_group_collide应该返回第一组元素跟第二在元素撞击并删除第一组中的这些元素。 你可能会发现set的discard
功能在这里很有用。group_group_collide
来检测导弹/岩石的碰撞。 根据导弹撞击的数目增加分数。基本完了,再添加一点
额外的
self.animated
是否是True .如果是的话根据age选择正确的碎片.图片是平铺的.如果self.animated是 False
,应该像以前一样画sprite.explosion_group
,全局变量并复位它成为一个空集合。# implementation of Spaceship - program template for RiceRocks import simplegui import math import random # globals for user interface WIDTH = 800 HEIGHT = 600 score = 0 lives = 3 time = 0 started = False zjcs = 0 class ImageInfo: def __init__(self, center, size, radius = 0, lifespan = None, animated = False): self.center = center self.size = size self.radius = radius if lifespan: self.lifespan = lifespan else: self.lifespan = float(‘inf‘) self.animated = animated def get_center(self): return self.center def get_size(self): return self.size def get_radius(self): return self.radius def get_lifespan(self): return self.lifespan def get_animated(self): return self.animated # art assets created by Kim Lathrop, may be freely re-used in non-commercial projects, please credit Kim # debris images - debris1_brown.png, debris2_brown.png, debris3_brown.png, debris4_brown.png # debris1_blue.png, debris2_blue.png, debris3_blue.png, debris4_blue.png, debris_blend.png debris_info = ImageInfo([320, 240], [640, 480]) debris_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/debris2_blue.png") # nebula images - nebula_brown.png, nebula_blue.png nebula_info = ImageInfo([400, 300], [800, 600]) nebula_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/nebula_blue.f2014.png") # splash image splash_info = ImageInfo([200, 150], [400, 300]) splash_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/splash.png") # ship image ship_info = ImageInfo([45, 45], [90, 90], 35) ship_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/double_ship.png") # missile image - shot1.png, shot2.png, shot3.png missile_info = ImageInfo([5,5], [10, 10], 3, 50) missile_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/shot2.png") # asteroid images - asteroid_blue.png, asteroid_brown.png, asteroid_blend.png asteroid_info = ImageInfo([45, 45], [90, 90], 40) asteroid_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/asteroid_blue.png") # animated explosion - explosion_orange.png, explosion_blue.png, explosion_blue2.png, explosion_alpha.png explosion_info = ImageInfo([64, 64], [128, 128], 17, 24, True) explosion_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/explosion_alpha.png") # sound assets purchased from sounddogs.com, please do not redistribute # .ogg versions of sounds are also available, just replace .mp3 by .ogg soundtrack = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/soundtrack.mp3") missile_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/missile.mp3") missile_sound.set_volume(.5) ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.mp3") explosion_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/explosion.mp3") # helper functions to handle transformations def angle_to_vector(ang): return [math.cos(ang), math.sin(ang)] def dist(p, q): return math.sqrt((p[0] - q[0]) ** 2 + (p[1] - q[1]) ** 2) # Ship class class Ship: def __init__(self, pos, vel, angle, image, info): self.pos = [pos[0], pos[1]] self.vel = [vel[0], vel[1]] self.thrust = False self.angle = angle self.angle_vel = 0 self.image = image self.image_center = info.get_center() self.image_size = info.get_size() self.radius = info.get_radius() def draw(self,canvas): if self.thrust: canvas.draw_image(self.image, [self.image_center[0] + self.image_size[0], self.image_center[1]] , self.image_size, self.pos, self.image_size, self.angle) else: canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle) # canvas.draw_circle(self.pos, self.radius, 1, "White", "White") def update(self): # update angle self.angle += self.angle_vel # update position self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT # update velocity if self.thrust: acc = angle_to_vector(self.angle) self.vel[0] += acc[0] * .1 self.vel[1] += acc[1] * .1 self.vel[0] *= .99 self.vel[1] *= .99 def set_thrust(self, on): self.thrust = on if on: ship_thrust_sound.rewind() ship_thrust_sound.play() else: ship_thrust_sound.pause() def increment_angle_vel(self): self.angle_vel += .05 def decrement_angle_vel(self): self.angle_vel -= .05 def shoot(self): global a_missile, missile_group forward = angle_to_vector(self.angle) missile_pos = [self.pos[0] + self.radius * forward[0], self.pos[1] + self.radius * forward[1]] missile_vel = [self.vel[0] + 6 * forward[0], self.vel[1] + 6 * forward[1]] a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound) missile_group.add(a_missile) def get_position(self): return self.pos def get_radius(self): return self.radius # Sprite class class Sprite: def __init__(self, pos, vel, ang, ang_vel, image, info, sound = None): self.pos = [pos[0],pos[1]] self.vel = [vel[0],vel[1]] self.angle = ang self.angle_vel = ang_vel self.image = image self.image_center = info.get_center() self.image_size = info.get_size() self.radius = info.get_radius() self.lifespan = info.get_lifespan() self.animated = info.get_animated() self.age = 0 if sound: sound.rewind() sound.play() def draw(self, canvas): canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle) def update(self): # update angle self.angle += self.angle_vel # update position self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT self.age += 1 if self.age < self.lifespan: return False else: return True def get_position(self): return self.pos def get_radius(self): return self.radius def collide(self, other_object): if dist(self.pos, other_object.get_position()) <= self.radius + other_object.get_radius(): return True else: return False #参考https://class.coursera.org/interactivepython-005/forum/thread?thread_id=5328 def group_collide(group, other_object): global collided collided = False group_copy = list(group) for item in group_copy: if item.collide(other_object) == True: collided = True group.discard(item) return collided def group_group_collide(group1, group2): global zjcs group1_copy = list(group1) for i in group1_copy: if group_collide(group2, i) == True: group1.discard(i) zjcs += 1 return True # key handlers to control ship def keydown(key): if key == simplegui.KEY_MAP[‘left‘]: my_ship.decrement_angle_vel() elif key == simplegui.KEY_MAP[‘right‘]: my_ship.increment_angle_vel() elif key == simplegui.KEY_MAP[‘up‘]: my_ship.set_thrust(True) elif key == simplegui.KEY_MAP[‘space‘]: my_ship.shoot() def keyup(key): if key == simplegui.KEY_MAP[‘left‘]: my_ship.increment_angle_vel() elif key == simplegui.KEY_MAP[‘right‘]: my_ship.decrement_angle_vel() elif key == simplegui.KEY_MAP[‘up‘]: my_ship.set_thrust(False) # mouseclick handlers that reset UI and conditions whether splash image is drawn def click(pos): timer.start() global started center = [WIDTH / 2, HEIGHT / 2] size = splash_info.get_size() inwidth = (center[0] - size[0] / 2) < pos[0] < (center[0] + size[0] / 2) inheight = (center[1] - size[1] / 2) < pos[1] < (center[1] + size[1] / 2) if (not started) and inwidth and inheight: started = True soundtrack.rewind() soundtrack.play() def draw(canvas): global time, started, lives, score, zjcs, rock_group # animiate background time += 1 wtime = (time / 4) % WIDTH center = debris_info.get_center() size = debris_info.get_size() canvas.draw_image(nebula_image, nebula_info.get_center(), nebula_info.get_size(), [WIDTH / 2, HEIGHT / 2], [WIDTH, HEIGHT]) canvas.draw_image(debris_image, center, size, (wtime - WIDTH / 2, HEIGHT / 2), (WIDTH, HEIGHT)) canvas.draw_image(debris_image, center, size, (wtime + WIDTH / 2, HEIGHT / 2), (WIDTH, HEIGHT)) # draw UI canvas.draw_text("Lives", [50, 50], 22, "White") canvas.draw_text("Score", [680, 50], 22, "White") if group_collide(rock_group, my_ship) == True: lives -= 1 if lives < 1: started = False lives = 3 score = 0 zjcs = 0 rock_group = set([]) timer.stop() #number -= 1 #canvas.draw_text(str(lives), [50, 80], 22, "White") #canvas.draw_text(str(score), [680, 80], 22, "White") if group_group_collide(missile_group, rock_group) == True: score = zjcs * 10 # draw ship and sprites my_ship.draw(canvas) #a_rock.draw(canvas) process_sprite_group(canvas,rock_group) process_sprite_group(canvas,missile_group) #for n in rock_group: # n.draw(canvas) #a_missile.draw(canvas)注释掉这一行,导弹就不是一直存在了 # update ship and sprites my_ship.update() #a_rock.update()????????????? #a_missile.update() # draw splash screen if not started if not started: canvas.draw_image(splash_image, splash_info.get_center(), splash_info.get_size(), [WIDTH / 2, HEIGHT / 2], splash_info.get_size()) canvas.draw_text("Lives", [50, 50], 22, "White") canvas.draw_text("Score", [680, 50], 22, "White") canvas.draw_text(str(lives), [50, 80], 22, "White")#放下面,可以一直在上面显示 canvas.draw_text(str(score), [680, 80], 22, "White") # timer handler that spawns a rock def rock_spawner(): global a_rock, rock_group, zjcs rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)] rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3] if zjcs > 5:#得分超过5,速度加快 rock_vel = [random.random() * 6 - .3, random.random() * 6 - .3] rock_avel = random.random() * .2 - .1 a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info) #rock_group.add(a_rock) if len(rock_group) < 13 and dist(rock_pos, my_ship.pos) > 150: rock_group.add(a_rock) def process_sprite_group(canvas, group): #if a_missile.update == True: #missile_group.remove(a_missile) for m in list(group): #m.update() if m.update() == True: missile_group.remove(m) m.draw(canvas) # initialize stuff frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT) # initialize ship and two sprites my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info) a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, .1, asteroid_image, asteroid_info) rock_group = set([]) a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound) missile_group = set([]) # register handlers frame.set_keyup_handler(keyup) frame.set_keydown_handler(keydown) frame.set_mouseclick_handler(click) frame.set_draw_handler(draw) timer = simplegui.create_timer(1000.0, rock_spawner) # get things rolling timer.stop() frame.start()
标签:des style blog http io ar os 使用 sp
原文地址:http://www.cnblogs.com/tufei7/p/4101123.html