地形可以应用于许多不同的游戏中,因此这一章主要来学习构造地形,并且创造一个Artillery Gunner游戏。
Artillery Gunner游戏
首先需要再在MyLibrary.py中添加一些东西:
# 计算两点之间的距离
def distance(point1, point2):
delta_x = point1.x - point2.x
delta_y = point1.y - point2.y
return math.sqrt(delta_x * delta_x + delta_y * delta_y)
然后,我们开始设计
地形的构造
对于地形类,我们是采用的随机构造,即首先固定第一个点,之后的点用random.randint()函数进行构造,但是如果只是简单的使用该函数处理,则可能会导致地形变化比较夸张,这不符合我们所熟知的地形,因此为了保证地形的连续性和渐变性,我们对其进行了更细致的处理:
# 地形类
class Terrain(object):
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):
# 首先清空列表
if len(self.height_map) > 0:
for n in range(self.total_points):
self.height_map.pop()
last_x = 0
last_height = (self.max_height + self.min_height) / 2
self.height_map.append(last_height)
direction = 1
run_length = 0
# 保存点并且使得随机生成的点能够在一定可控的范围波动
for n in range(1, self.total_points):
rand_list = random.randint(1, 10) * direction
height = last_height + rand_list
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 draw(self, surface):
last_x = 0
for n in range(1, self.total_points):
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)
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
def get_height(self, x):
x_point = int(x / self.grid_size)
return self.height_map[x_point]
初始化操作
游戏的一些初始化:
# 游戏的一些初始化操作
def game_init():
global screen, backbuffer, font, timer, 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()
# 创造地形
terrain = Terrain(50, 400, 100)
声音的相应加载:
# 用于初始化加载声音
def audio_init():
global shoot_sound, boom_sound
pygame.mixer.init()
shoot_sound = pygame.mixer.Sound("shoot.wav")
boom_sound = pygame.mixer.Sound("boom.wav")
def play_sound(sound):
channel = pygame.mixer.find_channel(True)
channel.set_volume(0.5)
channel.play(sound)
炮台的绘制
这里为了区分玩家的大炮和电脑的大炮,因此设计了两个函数,这两个函数类似,只是其中的一些细节有区别:
# 绘制玩家的大炮
def draw_player_cannon(surface, position):
# 绘制炮台
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)
# 绘制炮身
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)
# 绘制电脑的大炮
def draw_computer_cannon(surface, position):
# 绘制炮台
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)
# 绘制炮身
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)
完整源代码
源代码如下:
import random
import sys
import pygame
from pygame.locals import *
from MyLibrary import *
# 地形类
class Terrain(object):
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):
# 首先清空列表
if len(self.height_map) > 0:
for n in range(self.total_points):
self.height_map.pop()
last_x = 0
last_height = (self.max_height + self.min_height) / 2
self.height_map.append(last_height)
direction = 1
run_length = 0
# 保存点并且使得随机生成的点能够在一定可控的范围波动
for n in range(1, self.total_points):
rand_list = random.randint(1, 10) * direction
height = last_height + rand_list
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 draw(self, surface):
last_x = 0
for n in range(1, self.total_points):
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)
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
def get_height(self, x):
x_point = int(x / self.grid_size)
return self.height_map[x_point]
# 游戏的一些初始化操作
def game_init():
global screen, backbuffer, font, timer, 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()
# 创造地形
terrain = Terrain(50, 400, 100)
# 用于初始化加载声音
def audio_init():
global shoot_sound, boom_sound
pygame.mixer.init()
shoot_sound = pygame.mixer.Sound("shoot.wav")
boom_sound = pygame.mixer.Sound("boom.wav")
def play_sound(sound):
channel = pygame.mixer.find_channel(True)
channel.set_volume(0.5)
channel.play(sound)
# 绘制玩家的大炮
def draw_player_cannon(surface, position):
# 绘制炮台
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)
# 绘制炮身
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)
# 绘制电脑的大炮
def draw_computer_cannon(surface, position):
# 绘制炮台
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)
# 绘制炮身
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)
if __name__ == "__main__":
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)
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
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()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
# 上下键用于控制炮弹发射的角度
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)
# 左右键用于控制炮弹发射的力度
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
# 玩家按下空格键发射炮弹
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
if not game_over:
# 保持炮台在一个合理的范围里
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
# 计算鼠标在地形上的位置
grid_point = int(mouse_x / terrain.grid_size)
# 移动玩家的炮弹
if player_firing:
player_shell_position.x += player_shell_velocity.x
player_shell_position.y += player_shell_velocity.y
height = 600 - terrain.get_height(player_shell_position.x)
# 炮弹是否击中地形
if player_shell_position.y > height:
player_firing = False
if player_shell_velocity.y < 10.0:
player_shell_velocity.y += 0.1
# 若炮弹脱离屏幕,则消失
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
# 移动电脑的炮弹
if computer_firing:
computer_shell_position.x += computer_shell_velocity.x
computer_shell_position.y += computer_shell_velocity.y
height = 600 - terrain.get_height(computer_shell_position.x)
# 炮弹是否击中地形
if computer_shell_position.y > height:
computer_firing = False
if computer_shell_velocity.y < 10.0:
computer_shell_velocity.y += 0.1
# 若炮弹脱离屏幕,则消失
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
# 上一枚炮弹消失后则发射一枚新的炮弹
else:
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
# 判断玩家的炮弹是否击中电脑的炮台
if player_firing:
dist = distance(player_shell_position, computer_cannon_position)
if dist < 30:
play_sound(boom_sound)
player_score += 1
player_firing = False
# 判断电脑的炮弹是否击中玩家的炮台
if computer_firing:
dist = distance(computer_shell_position, player_cannon_position)
if dist < 30:
play_sound(boom_sound)
computer_score += 1
computer_firing = False
backbuffer.fill((20, 20, 120))
terrain.draw(backbuffer)
# 绘制玩家的大炮
y = 600 - terrain.get_height(70 + 15) - 20
player_cannon_position = Point(70, y)
draw_player_cannon(backbuffer, player_cannon_position)
# 绘制电脑的大炮
y = 600 - terrain.get_height(700 + 15) - 20
computer_cannon_position = Point(700, y)
draw_computer_cannon(backbuffer, computer_cannon_position)
# 绘制玩家的炮弹
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)
# 绘制电脑的炮弹
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)
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()
运行结果如下: