Python中途岛海战街机1943模拟_A Simple Version of Midway Island Naval Warfare with Pthon for Easy Learning

"""
A Simple Version of Midway Island Naval Warfare with Pthon for Easy Learning by lixingqiu
这个射击游戏是使用Arcade模块制作的。这个版本是核心版本,演示了爆炸效果,类的继承,按键检测等。
其中滚动的背景是使用两张图片制作的,它们相隔SCREEN_HEIGHT的高度。如果图片的top到了最底下,也就是坐标为0了,那么它就瞬间移到最顶上去。
要注意Arcade的坐标系统和数学中的坐标系统一样,在本游戏中是以左下角为原点,y轴正向上。在Pygame中则是左上角为原点,y轴正向下。
"""

__author__ = "lixingqiu"
__date__ = "2019/3/13"
__url__ = "http://www.lixingqiu.com/?p=209"
__qq__ = "406273900"

import os
import random
import arcade

SPRITE_SCALING = 1.0

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "A Simple Version of Midway Island Naval Warfare with Pthon for Easy Learning(Python中途岛海战街机模拟)"
ENEMY_COUNT = 100
MOVEMENT_SPEED  = 5

class Explosion(arcade.Sprite):
    """ 创建可爆炸的角色 create explosion sprite""" 

    def __init__(self, texture_list,x,y):
        """texture_list是已经load了的造型列表"""
        super().__init__()

        self.center_x = x
        self.center_y = y
        # 第一帧
        self.current_texture = 0      # 这是造型索引号
        self.textures = texture_list  # 这是每帧图片列表
        self.set_texture(self.current_texture)

    def update(self):

        # 更新每帧的图片,到了最后一帧后就会删除自己。
        self.current_texture += 1
        if self.current_texture < len(self.textures):
            self.set_texture(self.current_texture)
        else:
            self.kill()

class Bullet(arcade.Sprite):
    """子弹类,继承自Arcade自带的角色类,它从飞机的坐标射出"""
    def __init__(self,image,plane):
        super().__init__(image)
        self.center_x = plane.center_x
        self.center_y = plane.center_y
        self.change_y = 20        

    def update(self):
        """每帧更新坐标 update coordinates"""
        self.center_x += self.change_x
        self.center_y += self.change_y
        if self.bottom >  SCREEN_HEIGHT: self.kill()
        
class Background(arcade.Sprite):
    
    def __init__(self,image):
        super().__init__(image)    
        self.change_y = -10       

    def update(self):
        self.center_x += self.change_x
        self.center_y += self.change_y
        if self.top <=0 : self.bottom = SCREEN_HEIGHT
        
class Enemy(arcade.Sprite):
    def __init__(self,image):
        super().__init__(image)
        self.center_x = random.randrange(SCREEN_WIDTH)
        self.center_y = random.randrange(SCREEN_HEIGHT,SCREEN_HEIGHT*30)

    def update(self):
        
        if self.top<=0:self.kill()
            
        
class MyGame(arcade.Window):
    """ 应用程序主要类. """

    def __init__(self, width, height, title):

        super().__init__(width, height, title)

        # 角色列表定义
        self.all_sprites_list = None
        self.enemy_list = None

        # 定义玩家的相关变量 
        self.score = 0
        self.player_sprite = None

    def start_new_game(self):
        """ 设置与初始化游戏 """
        
        self.shoot_sound = arcade.sound.load_sound("images/midway/Shot.wav")        
        self.background_music = arcade.sound.load_sound("images/midway/background.wav")
        arcade.sound.play_sound(self.background_music)        
        
        # 实例化所有角色列表      
        self.enemy_list = arcade.SpriteList()            # 敌人列表        
        self.bullet_list = arcade.SpriteList()           # 玩家子弹列表
        self.all_sprites_list = arcade.SpriteList()      # 所有角色列表
        self.enemy_explosion_list = arcade.SpriteList()  # 所有敌人的爆炸角色列表
        
        self.enemy_explosion_images = []
        for i in range(55):
            # 加载从 explosion0000.png 到 explosion0054.png 的所有图片为敌人的爆炸效果动画帧            
            texture_name = f"enemy_explosion/explosion{i:04d}.png"
            self.enemy_explosion_images.append(arcade.load_texture(texture_name))             

        # 设置玩家操作的飞机
        self.score = 0
        self.player_sprite = arcade.AnimatedTimeSprite("images/midway/Plane 1.png",SPRITE_SCALING)
        self.player_sprite.textures.append(arcade.load_texture("images/midway/Plane 2.png", scale=SPRITE_SCALING))
        self.player_sprite.textures.append(arcade.load_texture("images/midway/Plane 3.png", scale=SPRITE_SCALING))          
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 70
        self.player_sprite.health  = 10             # 血条,在左上角画一根即可
        self.all_sprites_list.append(self.player_sprite)

        # 敌人角色生成
        for i in range(ENEMY_COUNT):
            enemy = Enemy("images/midway/Fighters.png")
            self.enemy_list.append(enemy)
            self.all_sprites_list.append(enemy)
            
        sea_image = "images/midway/sea.png"
        # Setting a Fixed Background 设置不动的背景 To cover up rolling background cracks
        self.background = arcade.Sprite(sea_image)
        self.background.center_x = SCREEN_WIDTH // 2
        self.background.bottom = 0
        
        # 设置滚动背景,两个最先画的角色往下移,移到一定坐标就到上面去
        self.background1 = Background(sea_image)
        self.background1.center_x = SCREEN_WIDTH // 2
        self.background1.bottom = 0
        self.all_sprites_list.append(self.background1)
        
        self.background2 = Background(sea_image)
        self.background2.center_x = SCREEN_WIDTH // 2
        self.background2.bottom = SCREEN_HEIGHT  
        self.all_sprites_list.append(self.background2)

        # 1943logo
        self.logo_1943 = arcade.Sprite("images/midway/1943Logo2.png")
        self.logo_1943.center_x  = SCREEN_WIDTH // 2
        self.logo_1943.center_y  = SCREEN_HEIGHT // 2
        self.interval = 60
        self.interval_counter = 0
        
        
    def on_key_press(self, key, modifiers):
        """鼠标按键事件 """
        if self.player_sprite.health <=0 :return
        if key == arcade.key.W:
            self.player_sprite.change_y = MOVEMENT_SPEED
        elif key == arcade.key.S:
            self.player_sprite.change_y = -MOVEMENT_SPEED
        elif key == arcade.key.A:
            self.player_sprite.change_x = -MOVEMENT_SPEED
        elif key == arcade.key.D:
            self.player_sprite.change_x = MOVEMENT_SPEED
        elif key == arcade.key.J:
            arcade.sound.play_sound(self.shoot_sound)
            self.bullet = Bullet("images/midway/Shot 1.png",self.player_sprite)
            self.bullet_list.append(self.bullet)
            self.all_sprites_list.append(self.bullet)            

    def on_key_release(self, key, modifiers):
        """鼠标松开事件 """
        if self.player_sprite.health <=0 :return
        if key == arcade.key.W or key == arcade.key.S:
            self.player_sprite.change_y = 0
        elif key == arcade.key.A or key == arcade.key.D:
            self.player_sprite.change_x = 0


    def update(self, delta_time):
        """ 游戏更新逻辑"""

        # 更新坐标等等
        #  print(self.background2.bottom - self.background1.top)
        distance = self.background2.bottom - self.background1.top
        if  distance < 0 and distance > -40:   # Fissure remedy 弥补裂隙问题
             
            self.background2.bottom = self.background1.top
            
        self.enemy_list.move(0, -5)
        self.all_sprites_list.update() 
        self.player_sprite.update_animation()         

        if self.player_sprite.health > 0:
            # 玩家和所有敌机的碰撞检测.
            hit_list = arcade.check_for_collision_with_list(self.player_sprite,self.enemy_list)
            # 遍历碰到的敌机列表
            for enemy in hit_list:
                enemy.kill()
                self.player_sprite.health -= 1
                if self.player_sprite.health < 0 :
                    Explosion(self.enemy_explosion_images,self.player_sprite.center_x,self.player_sprite.center_y)
                    self.player_sprite.kill()
                    
                e = Explosion(self.enemy_explosion_images,enemy.center_x,enemy.center_y)
                self.enemy_explosion_list.append(e)
                self.all_sprites_list.append(e)
            
        # 每个敌人有没有碰到子弹
        for enemy in self.enemy_list:   
            hit_list = arcade.check_for_collision_with_list(enemy,self.bullet_list)
            if len(hit_list) > 0:
                enemy.kill()
                [b.kill() for b in hit_list]   # 碰到的每颗子弹都删除
                self.score += len(hit_list)                
                e = Explosion(self.enemy_explosion_images,enemy.center_x,enemy.center_y)
                self.enemy_explosion_list.append(e)
                self.all_sprites_list.append(e)
                
    def on_draw(self):
        """   渲染屏幕    """

        # 开始渲染,此命令要在所有重画命令之前
        arcade.start_render()
        self.background.draw()    # 画不动的背景,弥补滚动背景裂纹问题
        self.background1.draw()   # 画滚动背景
        self.background2.draw()   # 画滚动背景
        # 画所有的角色
        self.enemy_list.draw()
        if self.player_sprite.health > 0:            
           self.player_sprite.draw()
        self.bullet_list.draw()
        self.enemy_explosion_list.draw()
        
        # 画得分情况
        score = "score: " + str(self.score) + " , Blood volume: " + str(self.player_sprite.health)
        arcade.draw_text(score, 10, 20, arcade.color.WHITE, 14 )

        if self.player_sprite.health < 1:  # 血量小于1显示游戏结束
           self.interval_counter +=1
           if self.interval_counter < self.interval //2: self.logo_1943.draw()
           if self.interval_counter % self.interval == 0:self.interval_counter = 0
              
class Cover(arcade.Window):
    """封面类"""
    def __init__(self, width, height, title):

        super().__init__(width, height, title)

    def setup(self):
        self.background = arcade.Sprite("images/midway/Logo1.png")
        self.background.left = 50
        self.background.top = SCREEN_HEIGHT
        self.demo_plane = arcade.AnimatedTimeSprite("images/midway/Plane 1.png",0.8)
        self.demo_plane.textures.append(arcade.load_texture("images/midway/Plane 2.png",scale=0.8))
        self.demo_plane.textures.append(arcade.load_texture("images/midway/Plane 3.png",scale=0.8))
        self.demo_plane.center_x = 300
        self.demo_plane.center_y = 100
        self.begin_music = arcade.sound.load_sound("images/midway/start.wav")
        arcade.sound.play_sound(self.begin_music)
        
    def on_key_press(self, key, modifiers):
        """鼠标按键事件 """

        if key == arcade.key.SPACE: # 按空格键关闭窗口
            self.close()
                                        
    def update(self,delta_time):
        self.demo_plane.update()
        self.demo_plane.update_animation()
        
                                        
    def on_draw(self):
        """        渲染屏幕        """

        # 开始渲染,此命令要在所有重画命令之前
        arcade.start_render()
        self.background.draw()
        self.demo_plane.draw()         
        

def main():

    cover = Cover(800, 600, SCREEN_TITLE)
    cover.setup()
    arcade.run()
    
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    window.start_new_game()
    arcade.run()


if __name__ == "__main__":
    main()