Python Arcade – 添加敌人
在本文中,我们将学习如何在街机中添加敌人。
添加敌人
要将敌人添加到我们的游戏中,我们将按照以下步骤操作:
- 首先,我们将创建一个变量来存储敌人的精灵。
句法:
self.enemy = None
- 之后,我们将再创建一个变量来存储敌人的速度。
句法:
self.enemy_move = velocity
- 将我们的敌人精灵存储在敌人变量中。
句法:
self.enemy = arcade.Sprite("path",1)
- 设置初始坐标。
句法:
self.enemy.center_x = value
self.enemy.center_y = value
- 在场景中添加敌人的精灵。
句法:
self.scene.add_sprite("Enemy", self.enemy)
- 通过改变 x 坐标移动敌人。
句法:
self.enemy.center_x += self.enemy_move
- 检查玩家和敌人之间的碰撞。
句法:
enemy_collide = arcade.check_for_collision_with_list(
self.player_sprite, self.scene.get_sprite_list(“Enemy”)
)
- 如果它们发生碰撞,则移除玩家精灵。
句法:
for enemy in enemy_collide:
self.player_sprite.remove_from_sprite_lists()
使用的功能:
- draw_text():该函数用于使用 Pyglet 的标签在屏幕上绘制文本。
Syntax: arcade.draw_text(text, x, y, color, size, width, align, font_name)
Parameters:
text: Text we want to display
x : x coordinate
y : y coordinate
color : color of the text
size : Size of the font
width : Width of the text
align : Alignment of the text
font_name : Name of the font
- Camera(): Camera 类用于控制可见视口。
Syntax: arcade.Camera( width , height, window)
Parameters:
width: width of the viewport
height: height of the viewport
window: Window to associate with this camera
- Scene():表示场景对象的类。
Syntax: arcade.Scene(sprite_lists , name_mapping)
Parameters:
sprite_lists: A list of SpriteList objects
name_mapping: A dictionary of SpriteList objects
- PhysicsEnginePlatformer():简单的物理引擎,用于平台。
Syntax: arcade.PhysicsEnginePlatformer( player_sprite , platforms, gravity, ladders)
Parameters:
player_sprite: sprite of the player
platforms: The sprites it can’t move through
gravity: Downward acceleration per frame
ladders: Ladders the user can climb on
使用的精灵:
在下面的示例中,我们将创建一个 MainGame() 类。首先在这个类中,我们将初始化一些变量,用于速度、相机、分数、等级、敌人、敌人精灵和玩家的精灵,然后我们将在这个类中创建 6 个函数。
- on_draw():在这个函数中,我们将使用我们的相机在屏幕上绘制场景和我们的分数文本。
- setup():在这个函数中,我们将初始化我们的相机和场景对象,然后我们将加载我们的玩家和平台的精灵,然后我们将加载我们的敌人精灵并初始化起始 x 和 y 坐标。之后,我们将调用 PhysicsEnginePlatformer()函数。
- on_update():在这个函数中,我们将更新玩家的精灵、相机和物理引擎的 x 坐标。我们还将在敌人精灵的 x 坐标中添加我们的enemy_move 变量。然后我们将检查敌人和玩家之间的碰撞。如果玩家与敌人发生碰撞,那么我们将移除玩家精灵。
- on_key_press() 和 on_key_release():在这个函数中,我们将根据按下或释放的键盘键来改变速度变量的值。
- camera_move():在这个函数中,我们将根据玩家当前的位置移动我们的相机。
示例:添加敌人
Python3
# Importing arcade module
import arcade
# Creating MainGame class
class MainGame(arcade.Window):
def __init__(self):
super().__init__(600, 600,
title="Player Movement")
# Initializing a variable to store
# the velocity of the player
self.vel_x = 0
# Creating variable for Camera
self.camera = None
# Creating variable to store current score
self.score = 0
# Creating variable to move the enemy
self.enemy_move = 5
# Creating variable for enemy sprite
self.enemy = None
# Creating scene object
self.scene = None
# Creating variable to store player sprite
self.player = None
# Creating variable for our game engine
self.physics_engine = None
# Creating on_draw() function to draw on the screen
def on_draw(self):
arcade.start_render()
# Drawing the text
arcade.draw_text('Score :- '+str(self.score),
self.player_sprite.center_x - 500 / 2,
self.player_sprite.center_y + 200,
arcade.color.WHITE, 30, 5000, 'left')
# Using the camera
self.camera.use()
# Drawing our scene
self.scene.draw()
def setup(self):
# Initialize Scene object
self.scene = arcade.Scene()
# Using Camera() function
self.camera = arcade.Camera(600, 600)
# Loading enemy sprite
self.enemy = arcade.Sprite("Enemy.png", 1)
# Initializing the starting coordinates
self.enemy.center_x = 500
self.enemy.center_y = 110
# Adding the enemy sprite in the scene
self.scene.add_sprite("Enemy", self.enemy)
# Creating different sprite lists
self.scene.add_sprite_list("Player")
self.scene.add_sprite_list("Platforms",
use_spatial_hash=True)
# Adding player sprite
self.player_sprite = arcade.Sprite("Player.png", 1)
# Adding coordinates for the center of the sprite
self.player_sprite.center_x = 64
self.player_sprite.center_y = 90
# Adding Sprite in our scene
self.scene.add_sprite("Player", self.player_sprite)
# Adding platform sprite according to level
platform = arcade.Sprite(f"Platform.png", 1)
# Adding coordinates for the center of the platform
platform.center_x = 300
platform.center_y = 32
self.scene.add_sprite("Platforms", platform)
# Creating Physics engine
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, self.scene.get_sprite_list("Platforms"), 0.5
)
# Creating on_update function to
# update the x coordinate
def on_update(self, delta_time):
# Moving the position of enemy
self.enemy.center_x += self.enemy_move
# Changing the direction of enemy movement
if self.enemy.center_x > 500 or self.enemy.center_x < 160:
self.enemy_move *= -1
# Checking if the enemy is colliding with player or not
enemy_collide = arcade.check_for_collision_with_list(
self.player_sprite, self.scene.get_sprite_list("Enemy")
)
# Looping through each enemy and removing the player
# if colliding
for enemy in enemy_collide:
# Remove the coin
self.player_sprite.remove_from_sprite_lists()
# Changing x coordinate of player
self.player_sprite.center_x += self.vel_x * delta_time
# Updating the physics engine to move the player
self.physics_engine.update()
# Calling the camera_move function
self.camera_move()
# Creating function to change the velocity
# when button is pressed
def on_key_press(self, symbol, modifier):
# Checking the button pressed
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = -300
elif symbol == arcade.key.RIGHT:
self.vel_x = 300
elif symbol == arcade.key.UP:
if self.physics_engine.can_jump():
self.player_sprite.change_y = 15
# Creating function to change the velocity
# when button is released
def on_key_release(self, symbol, modifier):
# Checking the button released
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = 0
elif symbol == arcade.key.RIGHT:
self.vel_x = 0
def camera_move(self):
# Getting the x coordinate for the center of camera
screen_x = self.player_sprite.center_x - \
(self.camera.viewport_width / 2)
# Getting the y coordinate for the center of camera
screen_y = self.player_sprite.center_y - \
(self.camera.viewport_height / 2)
# Moving the camera
self.camera.move_to([screen_x, screen_y])
# Calling MainGame class
game = MainGame()
game.setup()
arcade.run()
Python3
# Importing arcade module
import arcade
# Creating MainGame class
class MainGame(arcade.Window):
def __init__(self):
super().__init__(600, 600,
title="Player Movement")
# Initializing a variable to store
# the velocity of the player
self.vel_x = 0
# Creating variable for Camera
self.camera = None
# Creating variable to store current score
self.score = 0
# Creating variable to move the enemy
self.enemy_move = 2
# Creating variable for enemy sprite
self.enemy = None
# Creating scene object
self.scene = None
# Creating variable to store player sprite
self.player = None
# Creating variable for our game engine
self.physics_engine = None
# Creating on_draw() function to draw on the screen
def on_draw(self):
arcade.start_render()
# Drawing the text
arcade.draw_text('Score :- '+str(self.score),
self.player_sprite.center_x - 500 / 2,
self.player_sprite.center_y + 200,
arcade.color.WHITE, 30, 5000, 'left')
# Using the camera
self.camera.use()
# Drawing our scene
self.scene.draw()
def setup(self):
# Initialize Scene object
self.scene = arcade.Scene()
# Using Camera() function
self.camera = arcade.Camera(600, 600)
# Loading enemy sprite
self.enemy = arcade.Sprite("Enemy.png", 1)
# Initializing the starting coordinates
self.enemy.center_x = 500
self.enemy.center_y = 110
# Adding the enemy sprite in the scene
self.scene.add_sprite("Enemy", self.enemy)
# Creating different sprite lists
self.scene.add_sprite_list("Player")
self.scene.add_sprite_list("Platforms",
use_spatial_hash=True)
# Adding player sprite
self.player_sprite = arcade.Sprite("Player.png", 1)
# Adding coordinates for the center of the sprite
self.player_sprite.center_x = 64
self.player_sprite.center_y = 90
# Adding Sprite in our scene
self.scene.add_sprite("Player", self.player_sprite)
# Adding platform sprite according to level
platform = arcade.Sprite(f"Platform.png", 1)
# Adding coordinates for the center of the platform
platform.center_x = 300
platform.center_y = 32
self.scene.add_sprite("Platforms", platform)
# Creating Physics engine
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, self.scene.get_sprite_list("Platforms"), 0.5
)
# Creating on_update function to
# update the x coordinate
def on_update(self, delta_time):
# Moving the position of enemy
self.enemy.center_x += self.enemy_move
# Changing the direction of enemy movement
if self.enemy.center_x > 500 or self.enemy.center_x < 160:
self.enemy_move *= -1
# Checking if the enemy is colliding with player or not
enemy_collide = arcade.check_for_collision_with_list(
self.player_sprite, self.scene.get_sprite_list("Enemy")
)
# Looping through each enemy and removing the player if colliding
for enemy in enemy_collide:
# Checking the top of enemy and bottom of player
x = int(self.player_sprite.center_y - 14)
y = int(self.enemy.center_y + 25)
if x == y:
self.enemy.remove_from_sprite_lists()
else:
# Remove the coin
self.player_sprite.remove_from_sprite_lists()
# Changing x coordinate of player
self.player_sprite.center_x += self.vel_x * delta_time
# Updating the physics engine to move the player
self.physics_engine.update()
# Calling the camera_move function
self.camera_move()
# Creating function to change the velocity
# when button is pressed
def on_key_press(self, symbol, modifier):
# Checking the button pressed
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = -300
elif symbol == arcade.key.RIGHT:
self.vel_x = 300
elif symbol == arcade.key.UP:
if self.physics_engine.can_jump():
self.player_sprite.change_y = 15
# Creating function to change the velocity
# when button is released
def on_key_release(self, symbol, modifier):
# Checking the button released
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = 0
elif symbol == arcade.key.RIGHT:
self.vel_x = 0
def camera_move(self):
# Getting the x coordinate for the center of camera
screen_x = self.player_sprite.center_x - \
(self.camera.viewport_width / 2)
# Getting the y coordinate for the center of camera
screen_y = self.player_sprite.center_y - \
(self.camera.viewport_height / 2)
# Moving the camera
self.camera.move_to([screen_x, screen_y])
# Calling MainGame class
game = MainGame()
game.setup()
arcade.run()
输出:
杀死敌人
现在我们想在玩家跳到敌人上面时杀死它。为此,我们将检查底部的其他玩家是否等于敌人的顶部。如果它相等,那么我们将删除图层精灵。
- 首先,我们将玩家底部的坐标存储在一个变量中。
句法:
x = int(self.player_sprite.center_y – 14)
- 同样,敌人顶部的坐标在不同的变量中。
句法:
y = int(self.enemy.center_y + 25)
- 然后,如果 x 和 y 相等并且敌人和玩家发生碰撞,那么我们将移除敌人的精灵。
句法:
if x == y:
self.enemy.remove_from_sprite_lists()
示例:使用 Arcade 杀死敌人
蟒蛇3
# Importing arcade module
import arcade
# Creating MainGame class
class MainGame(arcade.Window):
def __init__(self):
super().__init__(600, 600,
title="Player Movement")
# Initializing a variable to store
# the velocity of the player
self.vel_x = 0
# Creating variable for Camera
self.camera = None
# Creating variable to store current score
self.score = 0
# Creating variable to move the enemy
self.enemy_move = 2
# Creating variable for enemy sprite
self.enemy = None
# Creating scene object
self.scene = None
# Creating variable to store player sprite
self.player = None
# Creating variable for our game engine
self.physics_engine = None
# Creating on_draw() function to draw on the screen
def on_draw(self):
arcade.start_render()
# Drawing the text
arcade.draw_text('Score :- '+str(self.score),
self.player_sprite.center_x - 500 / 2,
self.player_sprite.center_y + 200,
arcade.color.WHITE, 30, 5000, 'left')
# Using the camera
self.camera.use()
# Drawing our scene
self.scene.draw()
def setup(self):
# Initialize Scene object
self.scene = arcade.Scene()
# Using Camera() function
self.camera = arcade.Camera(600, 600)
# Loading enemy sprite
self.enemy = arcade.Sprite("Enemy.png", 1)
# Initializing the starting coordinates
self.enemy.center_x = 500
self.enemy.center_y = 110
# Adding the enemy sprite in the scene
self.scene.add_sprite("Enemy", self.enemy)
# Creating different sprite lists
self.scene.add_sprite_list("Player")
self.scene.add_sprite_list("Platforms",
use_spatial_hash=True)
# Adding player sprite
self.player_sprite = arcade.Sprite("Player.png", 1)
# Adding coordinates for the center of the sprite
self.player_sprite.center_x = 64
self.player_sprite.center_y = 90
# Adding Sprite in our scene
self.scene.add_sprite("Player", self.player_sprite)
# Adding platform sprite according to level
platform = arcade.Sprite(f"Platform.png", 1)
# Adding coordinates for the center of the platform
platform.center_x = 300
platform.center_y = 32
self.scene.add_sprite("Platforms", platform)
# Creating Physics engine
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, self.scene.get_sprite_list("Platforms"), 0.5
)
# Creating on_update function to
# update the x coordinate
def on_update(self, delta_time):
# Moving the position of enemy
self.enemy.center_x += self.enemy_move
# Changing the direction of enemy movement
if self.enemy.center_x > 500 or self.enemy.center_x < 160:
self.enemy_move *= -1
# Checking if the enemy is colliding with player or not
enemy_collide = arcade.check_for_collision_with_list(
self.player_sprite, self.scene.get_sprite_list("Enemy")
)
# Looping through each enemy and removing the player if colliding
for enemy in enemy_collide:
# Checking the top of enemy and bottom of player
x = int(self.player_sprite.center_y - 14)
y = int(self.enemy.center_y + 25)
if x == y:
self.enemy.remove_from_sprite_lists()
else:
# Remove the coin
self.player_sprite.remove_from_sprite_lists()
# Changing x coordinate of player
self.player_sprite.center_x += self.vel_x * delta_time
# Updating the physics engine to move the player
self.physics_engine.update()
# Calling the camera_move function
self.camera_move()
# Creating function to change the velocity
# when button is pressed
def on_key_press(self, symbol, modifier):
# Checking the button pressed
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = -300
elif symbol == arcade.key.RIGHT:
self.vel_x = 300
elif symbol == arcade.key.UP:
if self.physics_engine.can_jump():
self.player_sprite.change_y = 15
# Creating function to change the velocity
# when button is released
def on_key_release(self, symbol, modifier):
# Checking the button released
# and changing the value of velocity
if symbol == arcade.key.LEFT:
self.vel_x = 0
elif symbol == arcade.key.RIGHT:
self.vel_x = 0
def camera_move(self):
# Getting the x coordinate for the center of camera
screen_x = self.player_sprite.center_x - \
(self.camera.viewport_width / 2)
# Getting the y coordinate for the center of camera
screen_y = self.player_sprite.center_y - \
(self.camera.viewport_height / 2)
# Moving the camera
self.camera.move_to([screen_x, screen_y])
# Calling MainGame class
game = MainGame()
game.setup()
arcade.run()
输出: