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fights.py 17.94 KB
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jeffyan20i00 提交于 2020-08-06 09:58 . added comments
from animations import *
from cycle import *
class Obstacles:
"""
所有可以伤害到玩家的物品的父类
"""
def __init__(self, map_in):
self.map = map_in
self.damage = 0
self.attack = False
self.dead = False
self.bounded = False
self.pos = [0, 0]
# 判断物品是否与玩家碰撞
def collide_with(self, snake):
pass
# 绘制当前物品
def draw(self, offset):
pass
# 更新当前物品
def update(self):
pass
class Beam(Obstacles):
"""
激光对象,在map_in里pos位置添加一个width宽度length长度color颜色damage伤害的激光,
改激光的朝向是direction,在发射前又pre_t帧的前摇,动画时间为last_t * 2
"""
def __init__(self, map_in, pos, length, direction, width=30, pre_t=100, last_t=6, color=(242, 245, 66), damage=20):
Obstacles.__init__(self, map_in)
self.damage = damage
self.color = color
self.pos = pos
self.point1 = [pos[0], pos[1]]
self.point2 = [pos[0], pos[1]]
if direction == "v":
self.point2[1] += length
elif direction == "h":
self.point2[0] += length
self.width = width
self.tick = 0
self.direction = direction
self.pre_t = pre_t
self.last_t = last_t
self.speed = width / self.last_t
# 同父类
def collide_with(self, snake):
if self.direction == "v":
for i in range(0, len(snake.hit_points)-2, 2):
if not(self.pos[0] - self.width/2 > max(snake.hit_points[i][0], snake.hit_points[i+2][0]) or
self.pos[0] + self.width/2 < min(snake.hit_points[i][0], snake.hit_points[i+2][0])):
self.map.animations.append(ParticleExplode(snake.hit_points[i]))
self.map.animations.append(ParticleExplode(snake.hit_points[i + 2]))
ses[3].play_once()
return True
elif self.direction == "h":
for i in range(0, len(snake.hit_points)-2, 2):
if not (self.pos[1] - self.width/2 > max(snake.hit_points[i][1], snake.hit_points[i + 2][1]) or
self.pos[1] + self.width/2 < min(snake.hit_points[i][1], snake.hit_points[i + 2][1])):
self.map.animations.append(ParticleExplode(snake.hit_points[i]))
self.map.animations.append(ParticleExplode(snake.hit_points[i + 2]))
ses[3].play_once()
return True
return False
# 同父类
def update(self):
if self.tick == self.pre_t:
if self.width < 100:
ses[6].play_once()
if self.tick > self.pre_t + self.last_t*2:
self.dead = True
else:
self.tick += 1
if self.tick == self.pre_t + self.last_t:
self.attack = True
else:
self.attack = False
# 同父类
def draw(self, offset):
if self.tick < self.pre_t:
pygame.draw.line(screen, (255, 100, 100),
(self.point1[0] + offset[0], self.point1[1] + offset[1]),
(self.point2[0] + offset[0], self.point2[1] + offset[1]), 2)
elif self.tick < self.pre_t + self.last_t:
pygame.draw.line(screen, self.color,
(self.point1[0] + offset[0], self.point1[1] + offset[1]),
(self.point2[0] + offset[0], self.point2[1] + offset[1]),
int(self.speed * (self.tick - self.pre_t)))
elif self.tick < self.pre_t + self.last_t*2:
pygame.draw.line(screen, self.color,
(self.point1[0] + offset[0], self.point1[1] + offset[1]),
(self.point2[0] + offset[0], self.point2[1] + offset[1]),
int(self.speed * (self.pre_t + self.last_t*2 - self.tick)))
class LastBeam(Obstacles):
"""
移动激光,同激光,object_t为跟随移动的目标
"""
def __init__(self, map_in, pos, height, orientation, object_t, width=30, pre_t=100, dur_t=60,
last_t=6, color=(242, 245, 66), damage=20):
Obstacles.__init__(self, map_in)
self.damage = damage
self.color = color
self.pos = [pos[0], pos[1]]
self.point1 = [pos[0], pos[1]]
self.point2 = [pos[0], pos[1]]
self.orientation = orientation
if self.orientation == "v":
self.point2[1] += height
else:
self.point2[0] += height
self.width = width
self.tick = 0
self.height = height
self.pre_t = pre_t
self.dur_t = dur_t
self.last_t = last_t
self.objectT = object_t
self.speed = width / self.last_t
self.attack_cycle = Cycle(20, 0)
# 同父类
def collide_with(self, snake):
if self.orientation == "v":
for i in range(0, len(snake.hit_points)-2, 2):
if not(self.pos[0] - self.width/2 > max(snake.hit_points[i][0], snake.hit_points[i+2][0]) or
self.pos[0] + self.width/2 < min(snake.hit_points[i][0], snake.hit_points[i+2][0])):
self.map.animations.append(ParticleExplode(snake.hit_points[i]))
self.map.animations.append(ParticleExplode(snake.hit_points[i + 2]))
ses[3].play_once()
return True
elif self.orientation == "h":
for i in range(0, len(snake.hit_points)-2, 2):
if not (self.pos[1] - self.width/2 > max(snake.hit_points[i][1], snake.hit_points[i + 2][1]) or
self.pos[1] + self.width/2 < min(snake.hit_points[i][1], snake.hit_points[i + 2][1])):
self.map.animations.append(ParticleExplode(snake.hit_points[i]))
self.map.animations.append(ParticleExplode(snake.hit_points[i + 2]))
ses[3].play_once()
return True
return False
# 同父类
def update(self):
self.tick += 1
self.attack = False
if self.pre_t + self.last_t < self.tick < self.pre_t + self.last_t + self.dur_t:
if self.attack_cycle.get() == 0:
self.attack = True
# 同父类
def draw(self, offset):
if self.tick == self.pre_t + self.last_t:
ses[6].play_once()
if self.tick < self.pre_t:
pygame.draw.line(screen, (255, 100, 100),
(self.point1[0] + offset[0], self.point1[1] + offset[1]),
(self.point2[0] + offset[0], self.point2[1] + offset[1]), 2)
elif self.tick < self.pre_t + self.last_t:
pygame.draw.line(screen, self.color,
(self.point1[0] + offset[0], self.point1[1] + offset[1]),
(self.point2[0] + offset[0], self.point2[1] + offset[1]),
int(self.speed * (self.tick - self.pre_t)))
elif self.tick < self.pre_t + self.last_t + self.dur_t:
pygame.draw.line(screen, self.color,
(self.point1[0] + offset[0], self.point1[1] + offset[1]),
(self.point2[0] + offset[0], self.point2[1] + offset[1]),
self.width)
elif self.tick < self.pre_t + self.last_t*2 + self.dur_t:
pygame.draw.line(screen, self.color,
(self.point1[0] + offset[0], self.point1[1] + offset[1]),
(self.point2[0] + offset[0], self.point2[1] + offset[1]),
int(self.speed * (self.pre_t + self.last_t*2 + self.dur_t - self.tick)))
else:
self.dead = True
class Bullet(Obstacles):
"""
子弹,在map_in的x,y位置生成一个damage伤害半径radius的子弹,以vx,vy的速度移动,若one_time为True
则在碰撞后删除自己。
"""
def __init__(self, map_in, damage, radius, x, y, vx, vy, one_time=True):
Obstacles.__init__(self, map_in)
self.damage = damage
self.radius = radius
self.speed = [vx, vy]
self.pos = [x, y]
self.bounded = True
self.attack = True
self.dead_on_collide = one_time
# 同父类
def update(self):
self.pos[0] += self.speed[0]
self.pos[1] += self.speed[1]
# 同父类
def draw(self, offset):
screen.blit(texture_lib["bullet"], (self.pos[0] + offset[0] - 20, self.pos[1] + offset[1] - 20))
# 同父类
def collide_with(self, snake):
for i in range(0, len(snake.hit_points), 2):
if get_distance(snake.hit_points[i], self.pos) < snake.width + self.radius - 3:
if self.dead_on_collide:
self.dead = True
self.map.animations.append(ParticleExplode(snake.hit_points[i]))
ses[3].play_once()
return True
return False
class ExpBall:
"""
在pos位置经验为points的经验球
"""
def __init__(self, pos, points=10):
self.pos = pos
self.points = points
self.cycle = Cycle(4, 6)
# 绘制经验球
def draw(self, offset):
screen.blit(texture_lib["food"], (self.pos[0] + offset[0] - 22, self.pos[1] + offset[1] - 22),
pygame.Rect(0, self.cycle.get()*45, 45, 45))
class OneCanon:
"""
发射Bullet的大炮
"""
def __init__(self, pos):
self.cast = False
self.attacking = False
self.attack_cycle = Cycle(2, 50)
self.attack_ani_cycle = Cycle(4, 2)
self.pos = [pos[0], pos[1]]
self.dead = False
# 进行攻击
def attack(self):
self.attacking = True
self.attack_ani_cycle = Cycle(4, 4)
# 更新大炮,主要处理更新以及动画
def update(self):
self.cast = False
if self.attacking:
if self.attack_ani_cycle.one:
self.attacking = False
self.cast = True
else:
if self.attack_cycle.get() == 0 and self.attack_cycle.changed():
self.attack()
self.attack_cycle.current += random.randint(0, 20)
# 绘制大炮
def draw(self, offset):
if self.attacking:
screen.blit(texture_lib["one_cannon"], (self.pos[0]+offset[0], self.pos[1]+offset[1]),
pygame.Rect(0, self.attack_ani_cycle.get() * 80, 80, 80))
else:
screen.blit(texture_lib["one_cannon"], (self.pos[0] + offset[0], self.pos[1] + offset[1]),
pygame.Rect(0, 0, 80, 80))
class CrossCanon:
"""
十字激光发射器
"""
def __init__(self, pos):
self.cast = False
self.attacking = False
self.attack_cycle = Cycle(2, 80)
self.attack_ani_cycle = Cycle(4, 4)
self.pos = [pos[0], pos[1]]
self.dead = False
# 进行攻击
def attack(self):
self.attacking = True
self.attack_ani_cycle = Cycle(4, 4)
# 更新激光发射器,主要是动画以及攻击循环
def update(self):
self.cast = False
if self.attacking:
if self.attack_ani_cycle.one:
self.attacking = False
self.cast = True
else:
if self.attack_cycle.get() == 0 and self.attack_cycle.changed():
self.attack()
self.attack_cycle.tick += random.randint(0, 40)
# 绘制激光炮
def draw(self, offset):
if self.attacking:
screen.blit(texture_lib["cross_cannon"], (self.pos[0]+offset[0], self.pos[1]+offset[1]),
pygame.Rect(0, self.attack_ani_cycle.get() * 80, 80, 80))
else:
screen.blit(texture_lib["cross_cannon"], (self.pos[0] + offset[0], self.pos[1] + offset[1]),
pygame.Rect(0, 0, 80, 80))
class MovingBeamCannon:
"""
移动激光炮,在map_in的pos位置绘制一个高度为height朝向orientation,向着
direction移动length距离的移动激光炮,前摇为cd
"""
def __init__(self, map_in, pos, orientation, direction, length, height, cd=60):
self.orientation = orientation
self.height = height
self.cast = False
self.attacking = False
self.pos = [pos[0], pos[1]]
self.speed = 2
if self.orientation == "v":
self.end = pos[0] + length * direction
else:
self.end = pos[1] + length * direction
self.dead = False
self.length = length
self.cd = cd
self.direction = direction
self.end_tick = cd
self.dying = False
self.beam = LastBeam(map_in, self.pos, self.height, self.orientation, self,
pre_t=cd-20, last_t=20, dur_t=self.length/self.speed)
# 获取该激光炮的激光
def get_beam(self):
return self.beam
# 更新激光炮,主要是移动位置,以及进行attack tick判断
def update(self):
if not self.attacking:
if self.cd > 0:
self.cd -= 1
else:
self.attacking = True
elif self.dying:
self.end_tick -= 1
if self.end_tick < 0:
self.dead = True
else:
if self.direction == 1:
if self.orientation == "v":
self.pos[0] += self.speed
if self.pos[0] > self.end:
self.dying = True
elif self.orientation == "h":
self.pos[1] += self.speed
if self.pos[1] > self.end:
self.dying = True
elif self.direction == -1:
if self.orientation == "v":
self.pos[0] -= self.speed
if self.pos[0] < self.end:
self.dying = True
elif self.orientation == "h":
self.pos[1] -= self.speed
if self.pos[1] < self.end:
self.dying = True
self.beam.pos[0] = self.pos[0]
self.beam.pos[1] = self.pos[1]
if self.orientation == "v":
self.beam.point1[0] = self.pos[0]
self.beam.point2[0] = self.pos[0]
else:
self.beam.point1[1] = self.pos[1]
self.beam.point2[1] = self.pos[1]
# 绘制激光炮
def draw(self, offset):
if self.orientation == "v":
screen.blit(texture_lib["line_top"], (self.pos[0] + offset[0] - 40, self.pos[1] + offset[1] - 50))
screen.blit(texture_lib["line_bottom"], (self.pos[0] + offset[0] - 40,
self.pos[1] + offset[1] - 40 + self.height))
else:
screen.blit(texture_lib["line_right"], (self.pos[0] + offset[0] - 50, self.pos[1] + offset[1] - 40))
screen.blit(texture_lib["line_left"], (self.pos[0] + offset[0] + self.height - 40,
self.pos[1] + offset[1] - 40))
class CenterSlice(Obstacles):
"""
中心十字旋转,boxed目前没用因为没时间做,本来打算是激光四周是方形的
伤害为damage,以speed速度在map_in旋转,中心是0,0
"""
def __init__(self, map_in, damage, speed, boxed):
Obstacles.__init__(self, map_in)
self.boxed = boxed
self.damage = damage
self.radius = boxed*1.414
self.angle = 0.0
self.speed = speed
self.pos = [0, 0]
self.bounded = False
self.attack = True
self.dead_on_collide = False
self.shade = 0.05
self.current_rise = [0, 0, 0, 0]
self.attack = True
# 同父类
def update(self):
self.angle += self.speed
if self.angle > pi:
self.angle -= 2 * pi
self.current_rise[0] = cos(self.angle - self.shade) * self.radius
self.current_rise[1] = sin(self.angle - self.shade) * self.radius
self.current_rise[2] = cos(self.angle + self.shade) * self.radius
self.current_rise[3] = sin(self.angle + self.shade) * self.radius
# 同父类
def draw(self, offset):
pygame.draw.polygon(screen, (170, 0, 0),
((-self.current_rise[0] + offset[0], -self.current_rise[1] + offset[1]),
(self.current_rise[0] + offset[0], self.current_rise[1] + offset[1]),
(self.current_rise[2] + offset[0], self.current_rise[3] + offset[1]),
(-self.current_rise[2] + offset[0], -self.current_rise[3] + offset[1])))
pygame.draw.polygon(screen, (170, 0, 0),
((-self.current_rise[1] + offset[0], self.current_rise[0] + offset[1]),
(self.current_rise[1] + offset[0], -self.current_rise[0] + offset[1]),
(self.current_rise[3] + offset[0], -self.current_rise[2] + offset[1]),
(-self.current_rise[3] + offset[0], self.current_rise[2] + offset[1])))
# 同父类
def collide_with(self, snake):
for i in range(0, len(snake.hit_points), 2):
for i2 in range(4):
diff = self.angle + (i2*pi/2) - get_angle(snake.hit_points[i][0], snake.hit_points[i][1])
while diff > pi:
diff -= pi * 2
if -self.shade < diff < self.shade:
self.map.animations.append(ParticleExplode(snake.hit_points[i]))
return True
return False
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Snake创意游戏
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