wxPython和pycairo练习记录7

wxPython和pycairo练习记录7

继续写障碍,选几个典型的来写。有个问题,有调用图片文件的类,每次生成新实例,都重新加载一次图片。应该把素材统一加载为全局变量,具体使用只需要引用素材变量。积重难返,记住这个教训,以后写其他的再注意吧。

7.1 铁块

刚想起障碍尺寸还有四分之一块的,之前的就不改了,这里铁块基础尺寸写成24*24大小。
在这里插入图片描述

class Iron(Obstacle):
    # 铁块
    def __init__(self, x, y):
        surface = self.Draw()
        super(Iron, self).__init__(x, y, surface)
        self._canCross = False # 不可穿行
        self._canDestroy = False # 不可打破
        self._layer = 0 # 层级,0 和坦克同一层
        self._canBulletCross = False # 子弹不可穿行
        self._buff = False # 没有特殊效果

    def Draw(self):
        # 尺寸24*24
        surface = cairo.ImageSurface(cairo.FORMAT_RGB24, 24, 24)
        ctx = cairo.Context(surface)
        # 底色
        ctx.set_source_rgb(0.7, 0.7, 0.7)
        ctx.paint()
        # 阴影
        ctx.move_to(0, 24)
        ctx.line_to(24, 24)
        ctx.line_to(24, 0)
        ctx.close_path()
        ctx.set_source_rgb(0.5, 0.5, 0.5)
        ctx.fill()
        # 高光
        ctx.rectangle(6, 6, 12, 12)
        ctx.set_source_rgb(1, 1, 1)
        ctx.fill()
        return surface

7.2 碉堡

它不同于普通障碍,检测到坦克到达一定范围就开始射击。不能无限制射击,不然就打成一条直线了,给武器类加上开火间隔时间。给障碍类新加 isRemote 属性,专门用于有远程作用的障碍。

因为是四方向的,只检测上下左右四个方向正方向是否有坦克经过。左上角坐标定位,实际检测坐标范围需要计算尺寸。
在这里插入图片描述

测试一下,碉堡图片找了两张图拼了一下。
在这里插入图片描述

class Blockhouse(Obstacle):
    # 碉堡
    def __init__(self, x, y, path="wall_blockhouse.png", radius=150):
        # 从文件加载 surface
        try:
            surface = cairo.ImageSurface.create_from_png(path)
        except IOError as e:
            print(e.message)

        super(Blockhouse, self).__init__(x, y, surface)

        self._canCross = False # 不可穿行
        self._canDestroy = True # 可打破
        self._layer = 0 # 层级,0 和坦克同一层
        self._canBulletCross = False # 子弹不可穿行
        self._buff = True # 有特殊效果
        self._isRemote = True # 有远程作用
        self._radius = radius # 火力覆盖半径
        self._direction = wx.WXK_UP # 射击方向

        # 加载武器和子弹
        self._weapon = Weapon(capacity=50, speed=1, interval=500)
        self._weapon.Loaded(self)
        for i in range(50):
            self._weapon.AddBullet(Bullet(type=3))

    def LoadWeapon(self, weapon):
        weapon.Loaded(self)
        self._weapon = weapon

    def GetWeapon(self):
        return self._weapon

    def GetRadius(self):
        return self._radius

    def GetDirection(self):
        return self._direction

    def Act(self, tank=None):
        # 向坦克调整射击方向并射击
        direction = tank.GetDirection()
        tx, ty, tw, th = tank.GetRect()
        x, y, w, h = self.GetRect()

        if tx > x - tw and tx < x + w:
            if ty < y:
                # print("up")
                self._direction = wx.WXK_UP
            else:
                # print("down")
                self._direction = wx.WXK_DOWN
            self._weapon.Fire()

        if ty > y - th and ty < y + h:
            if tx < x:
                # print("left")
                self._direction = wx.WXK_LEFT
            else:
                # print("right")
                self._direction = wx.WXK_RIGHT
            self._weapon.Fire()

7.3 泥坑

坦克经过泥坑速度就减为1,离开后速度恢复,需要给坦克父类添加速度读写方法。在哪存储原始速度呢?给坦克父类再加个原始速度属性。

那么怎么判断离开的动作?试试像碉堡一样给它也添加一个远程作用,作用半径设为它本身的尺寸1.5倍。也许远程作用可以独立出一个雷达…
在这里插入图片描述

找的图片有点像沙地,修修补补又三年。两块泥坑相邻,作用相互影响,把探测半径减到极小,也不太理想,暂时没想到怎么解决。

class Mud(Obstacle):
    # 泥坑
    def __init__(self, x, y, path="wall_mud.png"):
        # 从文件加载 surface
        try:
            surface = cairo.ImageSurface.create_from_png(path)
        except IOError as e:
            print(e.message)

        super(Mud, self).__init__(x, y, surface)

        self._canCross = True # 可穿行
        self._canDestroy = False # 不可打破
        self._layer = -1 # 子弹可以在泥坑上层飞过
        self._canBulletCross = True # 子弹可穿行
        self._buff = True # 有特殊效果
        self._isRemote = True # 有远程作用
        self._radius = self._width * 1.5 # 作用半径

    def GetRadius(self):
        return self._radius

    def Act(self, tank=None):
        # 离开范围
        tx, ty, tw, th = tank.GetRect()
        x, y, w, h = self.GetRect()
        if tank.GetSpeed() == 1 and (tx < x - tw or tx > x + w or ty < y - th or ty > y + h):
            tank.ResetSpeed()

    def SecondAct(self, tank=None):
        # 进入范围
        if tank.GetSpeed() > 1:
            tank.SetSpeed(1)

7.4 传送阵

两个传送阵,碰撞其中一个,传送到另一个传送阵位置。在传送阵上需要等待时间才能传送,不然无限互传。出传送阵范围,等待时间归零。
在这里插入图片描述

class Transmission(Obstacle):
    # 传送阵
    def __init__(self, x, y):
        surface = self.Draw()
        super(Transmission, self).__init__(x, y, surface)
        self._canCross = True # 可穿行
        self._canDestroy = False # 不可打破
        self._layer = -1 # 层级,0 和坦克同一层
        self._canBulletCross = True # 子弹可穿行
        self._buff = True # 没有特殊效果
        self._isRemote = True # 有远程作用
        self._radius = self._width * 1.5  # 作用半径
        self._waitTime = 3000 # 等待时间3秒
        self._dest = None # 传送目的法阵

    def GetRadius(self):
        return self._radius

    def Draw(self):
        # 画个六芒星
        surface = cairo.ImageSurface(cairo.FORMAT_RGB24, 48, 48)
        ctx = cairo.Context(surface)
        # 填充紫色底色
        ctx.set_source_rgb(0.27, 0.1, 0.47)
        ctx.paint()

        ctx.save()
        ctx.set_source_rgb(1, 1, 1)
        for i in range(2):
            if i == 1:
                # 对称翻转
                ctx.scale(1, -1)  # (x * dx, y * dy)
                ctx.translate(0, -48)  # 设置坐标轴原点
            # 画直角三角形
            ctx.move_to(0, 12)
            ctx.line_to(48, 12)
            ctx.line_to(24, 48)
            ctx.close_path()
            ctx.stroke()
        ctx.restore()

        # 紫色底不太明显,画四个角,标识下边缘
        ctx.set_source_rgb(0.6, 0.6, 0.6)
        for i in range(2):
            if i == 1:
                # 关于 x 轴对称
                ctx.scale(1, -1)
                ctx.translate(0, -48)
            for j in range(2):
                if j == 1:
                    # 关于 y 轴对称
                    ctx.scale(-1, 1)
                    ctx.translate(-48, 0)
                ctx.move_to(0, 6)
                ctx.line_to(0, 0)
                ctx.line_to(6, 0)
                ctx.close_path()
                ctx.fill()
        return surface

    def Act(self, tank=None):
        # 离开范围,等待时间归零
        tx, ty, tw, th = tank.GetRect()
        x, y, w, h = self.GetRect()
        if tx < x - tw or tx > x + w or ty < y - th or ty > y + h:
            tank.SetTransTime(0)

    def SecondAct(self, tank=None):
        # 进入法阵范围
        # 新进入,设置进入时间
        if tank.GetTransTime() == 0:
            tank.SetTransTime(cv.times * cv.SPEED)
        # 符合时间,开始传送
        if tank.GetTransTime() + self._waitTime <= cv.times * cv.SPEED:
            tank.SetX(self._dest.GetX())
            tank.SetY(self._dest.GetY())
            tank.SetTransTime(0)

    def Bind(self, transmission):
        # 法阵双向绑定
        self._dest = transmission
        transmission.SetDest(self)

    def GetDest(self):
        return self._dest

    def SetDest(self, dest):
        self._dest = dest

7.5 代码

# -*- coding: utf-8 -*-
# obstacle.py

import math
import wx
import cairo
from display import Sprite
from weapon import Weapon, Bullet
import board

class cv(board.cv):
    """
    常量,用类属性避免使用全局变量
    """
    # 面板尺寸
    BOARD_WIDTH = 600
    BOARD_HEIGHT = 400


class Obstacle(Sprite):
    def __init__(self, x, y, surface):
        # 重写 Sprite 的构造函数, 直接传入 surface
        self._x = x
        self._y = y
        self._destroyed = False # 销毁状态
        self._surface = surface
        # 获取图像尺寸
        self._width = self._surface.get_width()
        self._height = self._surface.get_height()

        self._canCross = False # 是否可穿行
        self._canDestroy = False # 是否可打破
        self._layer = 0 # 层级,0 和坦克同一层,-1 下层, 1 上层
        self._canBulletCross = False # 是否子弹可穿行
        self._buff = False # 是否有为有特殊效果的
        self._isRemote = False # 可远程作用

    def CanCross(self):
        return self._canCross

    def CanDestroy(self):
        return self._canDestroy

    def GetLayer(self):
        return self._layer

    def CanBulletCross(self):
        return self._canBulletCross

    def HasBuff(self):
        return self._buff

    def IsRemote(self):
        return self._isRemote

    def Act(self, tank=None):
        # 与坦克的交互行为,比如加滑行 _buff,比如碉堡直接开火
        pass

    def Update(self, times, speed):
        # 用于被定时器处理函数调用刷新,静态障碍不需要重写
        pass


class Brick(Obstacle):
    # 砖墙
    def __init__(self, x, y):
        surface = self.Draw() # 直接绘制砖墙
        super(Brick, self).__init__(x, y, surface)
        self._canCross = False # 不可穿行
        self._canDestroy = True # 可打破
        self._layer = 0 # 层级,0 和坦克同一层
        self._canBulletCross = False # 子弹不可穿行
        self._buff = False # 没有特殊效果

    def Draw(self):
        # 绘制砖墙
        # 按坦克尺寸48创建图像,颜色不需要透明
        surface = cairo.ImageSurface(cairo.FORMAT_RGB24, 48, 48)

        # 砖块是错落砌在一起的,先建一个2倍障碍宽度的矩形,作为一行砖块
        rect1 = cairo.ImageSurface(cairo.FORMAT_RGB24, 96, 12)

        # 画一个小24*12的矩形砖块,然后重复平铺
        rect2 = cairo.ImageSurface(cairo.FORMAT_RGB24, 24, 12)
        ctx = cairo.Context(rect2)
        # 填充灰色作底,水泥
        ctx.set_source_rgb(0.4, 0.4, 0.4)
        ctx.paint()
        # 画矩形,填充砖红色,砖
        ctx.set_source_rgb(0.6, 0.3, 0)
        ctx.rectangle(2, 2, 20, 8)
        ctx.fill()
        # 画线,更深的砖色,阴影
        ctx.set_source_rgb(0.42, 0.02, 0)
        ctx.set_line_width(4)
        ctx.move_to(3, 10)
        ctx.line_to(3, 3)
        ctx.line_to(22, 3)
        ctx.stroke()

        # 以 rect2 重复填充 rect1
        ctx = cairo.Context(rect1)
        pattern = cairo.SurfacePattern(rect2)
        pattern.set_extend(cairo.Extend.REPEAT)
        ctx.set_source(pattern)
        ctx.paint()

        # 把 rect1 错位绘制到 surface
        ctx = cairo.Context(surface)
        ctx.set_source_surface(rect1, -12, 0)
        ctx.paint()
        ctx.set_source_surface(rect1, 0, 12)
        ctx.paint()
        ctx.set_source_surface(rect1, -12, 24)
        ctx.paint()
        ctx.set_source_surface(rect1, 0, 36)
        ctx.paint()

        return surface


class Grass(Obstacle):
    # 草地
    def __init__(self, x, y, path="wall_grass.png"):
        # 从文件加载 surface
        try:
            surface = cairo.ImageSurface.create_from_png(path)
        except IOError as e:
            print(e.message)

        super(Grass, self).__init__(x, y, surface)

        self._canCross = True # 可穿行
        self._canDestroy = False # 不可打破
        self._layer = 1 # 层级,0 和坦克同一层
        self._canBulletCross = True # 子弹可穿行
        self._buff = False # 没有特殊效果


class Water(Obstacle):
    # 水面
    def __init__(self, x, y, path="wall_water.png"):
        # 从文件加载 surface
        try:
            surface = cairo.ImageSurface.create_from_png(path)
        except IOError as e:
            print(e.message)

        super(Water, self).__init__(x, y, surface)

        self._canCross = False # 不可穿行
        self._canDestroy = False # 不可打破
        self._layer = -1 # 子弹可以在水面上层飞过
        self._canBulletCross = True # 子弹可穿行
        self._buff = False # 没有特殊效果


class Ice(Obstacle):
    # 冰面
    def __init__(self, x, y):
        surface = self.Draw()
        super(Ice, self).__init__(x, y, surface)
        self._canCross = True # 可穿行
        self._canDestroy = False # 不可打破
        self._layer = -1 # 层级,0 和坦克同一层
        self._canBulletCross = True # 子弹可穿行
        self._buff = True # 有特殊效果
        self._distance = 20 # 滑行距离

    def Draw(self):
        surface = cairo.ImageSurface(cairo.FORMAT_RGB24, 48, 48)
        ctx = cairo.Context(surface)
        # 填充底色
        ctx.set_source_rgb(0.1, 0.85, 0.95)
        ctx.paint()

        # 以中心逆向旋转45度
        ctx.translate(24, 24)
        ctx.rotate(math.pi * 3 / 4)
        ctx.translate(-24, -24)

        # 画几条表示冰面纹理的线
        ctx.set_source_rgb(0, 0.64, 0.8)
        for i in range(10):
            if i % 2 == 0:
                ctx.set_dash([5, 1])
            else:
                ctx.set_dash([10, 15])

            ctx.move_to(-10, 6 * i)
            ctx.line_to(70, 6 * i)
            ctx.stroke()

        return surface

    def Act(self, tank=None):
        # 与坦克的交互行为,比如加滑行 _buff,比如碉堡直接开火
        direction = tank.GetDirection()
        x = tank.GetX()
        y = tank.GetY()
        if direction == wx.WXK_UP:
            tank.SetY(y - self._distance)
        elif direction == wx.WXK_DOWN:
            tank.SetY(y + self._distance)
        elif direction == wx.WXK_LEFT:
            tank.SetX(x - self._distance)
        elif direction == wx.WXK_RIGHT:
            tank.SetX(x + self._distance)


class Iron(Obstacle):
    # 铁块
    def __init__(self, x, y):
        surface = self.Draw()
        super(Iron, self).__init__(x, y, surface)
        self._canCross = False # 不可穿行
        self._canDestroy = False # 不可打破
        self._layer = 0 # 层级,0 和坦克同一层
        self._canBulletCross = False # 子弹不可穿行
        self._buff = False # 没有特殊效果

    def Draw(self):
        # 尺寸24*24
        surface = cairo.ImageSurface(cairo.FORMAT_RGB24, 24, 24)
        ctx = cairo.Context(surface)
        # 底色
        ctx.set_source_rgb(0.7, 0.7, 0.7)
        ctx.paint()
        # 阴影
        ctx.move_to(0, 24)
        ctx.line_to(24, 24)
        ctx.line_to(24, 0)
        ctx.close_path()
        ctx.set_source_rgb(0.5, 0.5, 0.5)
        ctx.fill()
        # 高光
        ctx.rectangle(6, 6, 12, 12)
        ctx.set_source_rgb(1, 1, 1)
        ctx.fill()
        return surface


class Blockhouse(Obstacle):
    # 碉堡
    def __init__(self, x, y, path="wall_blockhouse.png", radius=150):
        # 从文件加载 surface
        try:
            surface = cairo.ImageSurface.create_from_png(path)
        except IOError as e:
            print(e.message)

        super(Blockhouse, self).__init__(x, y, surface)

        self._canCross = False # 不可穿行
        self._canDestroy = True # 可打破
        self._layer = 0 # 层级,0 和坦克同一层
        self._canBulletCross = False # 子弹不可穿行
        self._buff = True # 有特殊效果
        self._isRemote = True # 有远程作用
        self._radius = radius # 火力覆盖半径
        self._direction = wx.WXK_UP # 射击方向

        # 加载武器和子弹
        self._weapon = Weapon(capacity=50, speed=1, interval=500)
        self._weapon.Loaded(self)
        for i in range(50):
            self._weapon.AddBullet(Bullet(type=3))

    def LoadWeapon(self, weapon):
        weapon.Loaded(self)
        self._weapon = weapon

    def GetWeapon(self):
        return self._weapon

    def GetRadius(self):
        return self._radius

    def GetDirection(self):
        return self._direction

    def Act(self, tank=None):
        # 向坦克调整射击方向并射击
        direction = tank.GetDirection()
        tx, ty, tw, th = tank.GetRect()
        x, y, w, h = self.GetRect()

        if tx > x - tw and tx < x + w:
            if ty < y:
                # print("up")
                self._direction = wx.WXK_UP
            else:
                # print("down")
                self._direction = wx.WXK_DOWN
            self._weapon.Fire()

        if ty > y - th and ty < y + h:
            if tx < x:
                # print("left")
                self._direction = wx.WXK_LEFT
            else:
                # print("right")
                self._direction = wx.WXK_RIGHT
            self._weapon.Fire()


class Mud(Obstacle):
    # 泥坑
    def __init__(self, x, y, path="wall_mud.png"):
        # 从文件加载 surface
        try:
            surface = cairo.ImageSurface.create_from_png(path)
        except IOError as e:
            print(e.message)

        super(Mud, self).__init__(x, y, surface)

        self._canCross = True # 可穿行
        self._canDestroy = False # 不可打破
        self._layer = -1 # 子弹可以在泥坑上层飞过
        self._canBulletCross = True # 子弹可穿行
        self._buff = True # 有特殊效果
        self._isRemote = True # 有远程作用
        self._radius = self._width * 1.5 # 作用半径

    def GetRadius(self):
        return self._radius

    def Act(self, tank=None):
        # 离开范围
        tx, ty, tw, th = tank.GetRect()
        x, y, w, h = self.GetRect()
        if tank.GetSpeed() == 1 and (tx < x - tw or tx > x + w or ty < y - th or ty > y + h):
            tank.ResetSpeed()

    def SecondAct(self, tank=None):
        # 进入范围
        if tank.GetSpeed() > 1:
            tank.SetSpeed(1)


class Transmission(Obstacle):
    # 传送阵
    def __init__(self, x, y):
        surface = self.Draw()
        super(Transmission, self).__init__(x, y, surface)
        self._canCross = True # 可穿行
        self._canDestroy = False # 不可打破
        self._layer = -1 # 层级,0 和坦克同一层
        self._canBulletCross = True # 子弹可穿行
        self._buff = True # 没有特殊效果
        self._isRemote = True # 有远程作用
        self._radius = self._width * 1.5  # 作用半径
        self._waitTime = 3000 # 等待时间3秒
        self._dest = None # 传送目的法阵

    def GetRadius(self):
        return self._radius

    def Draw(self):
        # 画个六芒星
        surface = cairo.ImageSurface(cairo.FORMAT_RGB24, 48, 48)
        ctx = cairo.Context(surface)
        # 填充紫色底色
        ctx.set_source_rgb(0.27, 0.1, 0.47)
        ctx.paint()

        ctx.save()
        ctx.set_source_rgb(1, 1, 1)
        for i in range(2):
            if i == 1:
                # 对称翻转
                ctx.scale(1, -1)  # (x * dx, y * dy)
                ctx.translate(0, -48)  # 设置坐标轴原点
            # 画直角三角形
            ctx.move_to(0, 12)
            ctx.line_to(48, 12)
            ctx.line_to(24, 48)
            ctx.close_path()
            ctx.stroke()
        ctx.restore()

        # 紫色底不太明显,画四个角,标识下边缘
        ctx.set_source_rgb(0.6, 0.6, 0.6)
        for i in range(2):
            if i == 1:
                # 关于 x 轴对称
                ctx.scale(1, -1)
                ctx.translate(0, -48)
            for j in range(2):
                if j == 1:
                    # 关于 y 轴对称
                    ctx.scale(-1, 1)
                    ctx.translate(-48, 0)
                ctx.move_to(0, 6)
                ctx.line_to(0, 0)
                ctx.line_to(6, 0)
                ctx.close_path()
                ctx.fill()
        return surface

    def Act(self, tank=None):
        # 离开范围,等待时间归零
        tx, ty, tw, th = tank.GetRect()
        x, y, w, h = self.GetRect()
        if tx < x - tw or tx > x + w or ty < y - th or ty > y + h:
            tank.SetTransTime(0)

    def SecondAct(self, tank=None):
        # 进入法阵范围
        # 新进入,设置进入时间
        if tank.GetTransTime() == 0:
            tank.SetTransTime(cv.times * cv.SPEED)
        # 符合时间,开始传送
        if tank.GetTransTime() + self._waitTime <= cv.times * cv.SPEED:
            tank.SetX(self._dest.GetX())
            tank.SetY(self._dest.GetY())
            tank.SetTransTime(0)

    def Bind(self, transmission):
        # 法阵双向绑定
        self._dest = transmission
        transmission.SetDest(self)

    def GetDest(self):
        return self._dest

    def SetDest(self, dest):
        self._dest = dest

# -*- coding: utf-8 -*-
# example3.py

import random
import math
import wx
import wx.lib.wxcairo
import cairo
import board
from display import MovieClip
from tank import Player, Enemy
from weapon import Weapon, Bullet
from obstacle import *

class cv(board.cv):
    """
    常量,用类属性避免使用全局变量
    """
    # 面板尺寸
    BOARD_WIDTH = 600
    BOARD_HEIGHT = 400


class Board(board.Board):
    def DrawBackground(self, ctx):
        super().DrawBackground(ctx)

        text = "SmileBasic"
        ctx.set_font_size(40)
        _, _, w, h, _, _ = ctx.text_extents(text)
        x = (cv.BOARD_WIDTH - w) // 2
        y = (cv.BOARD_HEIGHT - h) // 2

        # 文字是以首个字左下角坐标定位,而矩形是以左上角定位,y轴相差文字的高度,不需要考虑线条宽度。
        # 另外PaintDC是不含标题栏的。
        ctx.rectangle(x - 10, y - 10 - h, w + 20, h + 20)
        ctx.set_source_rgb(1, 0, 0)
        ctx.stroke()

        ctx.move_to(x, y)
        ctx.set_source_rgb(1, 1, 1)
        ctx.show_text(text)

    def InitSceneObjects(self):
        super().InitSceneObjects()
        self.InitPlayer()
        self.InitObstacles()

    def InitPlayer(self):
        self.player = Player(60, 50) # 实例化一个玩家坦克
        self.sceneObjects.append(self.player)

        # 初始武器系统,并装弹
        self.bullets = []
        weapon = Weapon(capacity=100, speed=2)
        for i in range(50):
            bullet = Bullet(type=3) # 装载第4行子弹
            weapon.AddBullet(bullet)
            self.bullets.append(bullet)
            self.sceneObjects.append(bullet)

            bullet = Bullet(type=6) # 装载第7行子弹
            weapon.AddBullet(bullet)
            self.bullets.append(bullet)
            self.sceneObjects.append(bullet)
        self.player.LoadWeapon(weapon) # 玩家坦克加载武器系统

    def InitObstacles(self):
        self.obstacles = []
        # 生成4个砖墙
        brick1 = Brick(10, 50)
        brick2 = Brick(58, 98)
        brick3 = Brick(106, 98)
        brick4 = Brick(230, 220)
        # 生成1个草地
        grass = Grass(300, 50)
        # 生成1个水面
        water = Water(360, 50)
        # 生成1个冰面
        ice = Ice(230, 50)
        # 生成3个小铁块
        iron1 = Iron(230, 120)
        iron2 = Iron(254, 120)
        iron3 = Iron(254, 144)
        # 生成碉堡
        blockhouse = Blockhouse(10, 220)
        # 需要把碉堡子弹也加入对象列表进行绘制和碰撞检测
        self.bullets += blockhouse.GetWeapon().GetClip()
        self.sceneObjects += blockhouse.GetWeapon().GetClip()
        # 生成两个泥坑
        mud1 = Mud(290, 220)
        mud2 = Mud(338, 220)
        # 生成两个传送阵
        transmission1 = Transmission(390, 220)
        transmission2 = Transmission(500, 120)
        transmission1.Bind(transmission2)
        self.obstacles += [brick1, brick2, brick3, brick4, grass, water,
                           ice, iron1, iron2, iron3, blockhouse, mud1, mud2, transmission1, transmission2]
        self.sceneObjects += [brick1, brick2, brick3, brick4, grass, water,
                              ice, iron1, iron2, iron3, blockhouse, mud1, mud2, transmission1, transmission2]

    def DrawSceneObjects(self, ctx):
        # print("绘制", self.player.GetRect())
        # 后绘制的对象在上层显示
        for obstacle in self.obstacles:
            if obstacle.GetLayer() == -1:
                self.DrawSprite(ctx, obstacle)

        self.DrawSprite(ctx, self.player)

        for bullet in self.bullets:
            self.DrawSprite(ctx, bullet)

        for obstacle in self.obstacles:
            if obstacle.GetLayer() >= 0:
                self.DrawSprite(ctx, obstacle)

    def DrawSprite(self, ctx, sprite):
        ctx.set_source_surface(sprite.GetSurface(), sprite.GetX(), sprite.GetY())
        ctx.paint()

    def OnKeyDown(self, e):
        self.player.OnKeyDown(e)
        self.Refresh()

    def OnKeyUp(self, e):
        self.player.OnKeyUp(e)

    def CheckStrategies(self):
        self.CheckCollisions()

    def CheckCollisions(self):
        # 检测子弹砖墙碰撞
        # print("碰撞检测", self.player.GetRect())
        for obstacle in self.obstacles[:]:
            # 子弹可穿行,则跳过检测
            if obstacle.CanBulletCross():
                continue

            rect = obstacle.GetRect()
            for bullet in self.bullets[:]:
                if rect.Intersects(bullet.GetRect()):
                    # 如果可摧毁,则碰撞后子弹和障碍都销毁
                    if obstacle.CanDestroy():
                        obstacle.Destroy()
                        self.obstacles.remove(obstacle)
                        self.sceneObjects.remove(obstacle)

                    bullet.Destroy()
                    self.bullets.remove(bullet)
                    self.sceneObjects.remove(bullet)
                    break

        # 检测坦克和砖墙碰撞,碰撞后坦克位置重置
        for obstacle in self.obstacles[:]:
            # 坦克可穿行并且没有特殊效果,则跳过检测
            if obstacle.CanCross() and not obstacle.HasBuff():
                continue

            rect = obstacle.GetRect()
            if obstacle.IsRemote():
                x, y, w, h = rect
                radius = obstacle.GetRadius()
                # 根据作用半径求出扩大范围后的矩形参数,因为是四方向,所以半径为一半边长
                x = x - (radius - w / 2)
                y = y - (radius - h / 2)
                width = height = radius * 2
                rect = wx.Rect(x, y, width, height)

            if rect.Intersects(self.player.GetRect()):
                # print("检测到碰撞", self.player.GetRect())

                # 如果有特殊效果则只不执行后续位置重置
                if obstacle.HasBuff():
                    obstacle.Act(self.player)
                    # 无远程作用障碍跳过
                    if not obstacle.IsRemote():
                        continue
                    # 远程作用障碍判断障碍本身与坦克碰撞
                    rect = obstacle.GetRect()
                    if not rect.Intersects(self.player.GetRect()):
                        continue
                    # buff + 远程作用 + 能通行 + 本身碰撞,二次作用,泥坑定制
                    if obstacle.CanCross():
                        obstacle.SecondAct(self.player)
                        continue

                direction = self.player.GetDirection()
                x, y, w, h = rect
                _, _, pw, ph = self.player.GetRect()
                if direction == wx.WXK_UP:
                    self.player.SetY(y + h)
                elif direction == wx.WXK_DOWN:
                    self.player.SetY(y - ph)
                elif direction == wx.WXK_LEFT:
                    self.player.SetX(x + w)
                elif direction == wx.WXK_RIGHT:
                    self.player.SetX(x - pw)
                # print("碰撞重置为", self.player.GetRect())


# -*- coding: utf-8 -*-
# weapon.py

import wx
import wx.lib.wxcairo
import cairo
from display import MovieClip
import board


class cv(board.cv):
    """
    常量,用类属性避免使用全局变量
    """
    # 面板尺寸
    BOARD_WIDTH = 600
    BOARD_HEIGHT = 400


class Weapon:
    def __init__(self, capacity=10, speed=20, interval=100):
        self._clip = [] # 弹夹
        self._capacity = capacity # 弹夹容量
        self._speed = speed # 发射出的子弹速度
        self._isFire = False # 开火状态
        self._tank = None # 被装载对象
        self._currentBullet = None # 当前要发射的子弹
        self._fireTime = -interval - 1 # 上次开火时间,首次开火时间必然满足
        self._fireInterval = interval # 默认开火间隔时间0.1秒

    def GetCapacity(self):
        return self._capacity

    def GetSpeed(self):
        return self._speed

    def GetBulletNum(self):
        return len(self._clip)

    def GetClip(self):
        return self._clip

    def isFire(self):
        return self._isFire

    def Loaded(self, tank):
        # 被装载
        self._tank = tank

    def AddBullet(self, bullet):
        # 装弹并返回装弹结果
        if len(self._clip) < self._capacity:
            self._clip.append(bullet)
            return True
        else:
            return False

    def Fire(self, state=True):
        # 开火或停火
        self._isFire = state
        # 判断状态及开火间隔时间是否大于武器限定间隔时间
        if state and (self._fireTime + self._fireInterval) < cv.times * cv.SPEED and len(self._clip) > 0:
            # 记录开火时间
            self._fireTime = cv.times * cv.SPEED
            self._currentBullet = self._clip.pop()
            # 根据坦克坐标和尺寸计算子弹起始位置
            direction = self._tank.GetDirection()
            x, y, w, h = self._tank.GetRect()
            _, _, bw, bh = self._currentBullet.GetRect()

            if direction == wx.WXK_UP:
                bx = x + w / 2 - bw / 2
                by = y - bh
            elif direction == wx.WXK_DOWN:
                bx = x + w / 2 - bw / 2
                by = y + h
            elif direction == wx.WXK_LEFT:
                bx = x - bw
                by = y + h / 2 - bh / 2
            elif direction == wx.WXK_RIGHT:
                bx = x + w
                by = y + h / 2 - bh / 2

            # 设置子弹方向
            self._currentBullet.SetDirection(direction)
            # 设置发射初始坐标
            self._currentBullet.SetX(bx)
            self._currentBullet.SetY(by)
            # 设置子弹速度
            self._currentBullet.SetSpeed(self._speed)
            # 发射
            self._currentBullet.Fired()


class Bullet(MovieClip):
    def __init__(self, x=-100, y=0, path="bullets.png", rect=(0, 0, 16, 16), fps=100, type=0):
        super(Bullet, self).__init__(x, y, path, rect, fps)
        self._speed = 0 # 子弹初始速度
        self._type = type
        self._direction = None

    def SetDirection(self, direction):
        self._direction = direction

    def SetSpeed(self, speed):
        self._speed = speed

    def Fired(self):
        # 尽量只用中心对称的子弹,避免换方向发射还要做旋转处理
        self.GotoAndPlay(0, self._type)

    def Fly(self):
        if not self._destroyed and self._speed > 0:
            if self._direction == wx.WXK_UP:
                self._y -= self._speed
            elif self._direction == wx.WXK_DOWN:
                self._y += self._speed
            elif self._direction == wx.WXK_LEFT:
                self._x -= self._speed
            elif self._direction == wx.WXK_RIGHT:
                self._x += self._speed

    def Update(self, times, speed):
        self.Fly()
        super().Update(times, speed)

# -*- coding: utf-8 -*-
# tank.py

import random
import wx
import wx.lib.wxcairo
import cairo
from display import MovieClip
import board


class cv(board.cv):
    """
    常量,用类属性避免使用全局变量
    """
    # 面板尺寸
    BOARD_WIDTH = 600
    BOARD_HEIGHT = 400


class Tank(MovieClip):
    def __init__(self, *args, **kwargs):
        super(Tank, self).__init__(*args, **kwargs)
        self._speed = 10 # 移动速度
        self._dx = 0 # x 轴方向
        self._dy = 0 # y 轴方向
        self._weapon = None # 武器
        self._originSpeed = 10 # 原始速度,用于恢复
        self._transTime = 0 # 等待法阵传送时间

    def Up(self):
        self._dy = -1
        self._dx = 0
        # 同一方向时需要需要排除,不然动画一直停留在第1帧
        if self._currentScene != 0:
            self.GotoAndPlay(0, 0)

    def Down(self):
        self._dy = 1
        self._dx = 0

        if self._currentScene != 1:
            self.GotoAndPlay(0, 1)

    def Left(self):
        self._dx = -1
        self._dy = 0

        if self._currentScene != 2:
            self.GotoAndPlay(0, 2)

    def Right(self):
        self._dx = 1
        self._dy = 0

        if self._currentScene != 3:
            self.GotoAndPlay(0, 3)

    def LoadWeapon(self, weapon):
        weapon.Loaded(self)
        self._weapon = weapon

    def GetWeapon(self):
        return self._weapon

    def GetSpeed(self):
        return self._speed

    def SetSpeed(self, speed):
        self._speed = speed

    def ResetSpeed(self):
        self._speed = self._originSpeed

    def GetTransTime(self):
        return self._transTime

    def SetTransTime(self, time):
        self._transTime = time


class Player(Tank):
    def __init__(self, x, y, path="tank_T1_0.png", rect=(0, 0, 48, 48), fps=100):
        super(Player, self).__init__(x, y, path, rect, fps)
        self._direction = wx.WXK_UP

    def OnKeyDown(self, e):
        key = e.GetKeyCode()

        if key == wx.WXK_UP:
            self.Up()
            self._direction = wx.WXK_UP
        if key == wx.WXK_DOWN:
            self.Down()
            self._direction = wx.WXK_DOWN
        if key == wx.WXK_LEFT:
            self.Left()
            self._direction = wx.WXK_LEFT
        if key == wx.WXK_RIGHT:
            self.Right()
            self._direction = wx.WXK_RIGHT

        self._x += self._dx * self._speed
        self._y += self._dy * self._speed

        # 开火
        if key == wx.WXK_SPACE and self._weapon:
            self._weapon.Fire(True)

    def OnKeyUp(self, e):
        key = e.GetKeyCode()

        if key == wx.WXK_UP or key == wx.WXK_DOWN:
            self._dy = 0
        if key == wx.WXK_LEFT or key == wx.WXK_RIGHT:
            self._dx = 0
        if self._dx == 0 and self._dy == 0:
            self.Stop()

        # 停火
        if key == wx.WXK_SPACE and self._weapon:
            self._weapon.Fire(False)

    def GetDirection(self):
        return self._direction

class Enemy(Tank):
    def __init__(self, x, y, path="tank_T1_0.png", rect=(0, 0, 48, 48), fps=100, mixColor=(0, 1, 1, 0.8)):
        self._mixColor = mixColor # 自定义混合颜色
        super(Enemy, self).__init__(x, y, path, rect, fps)
        # 初始随机方向
        self._direction = random.choice([wx.WXK_UP, wx.WXK_DOWN, wx.WXK_LEFT, wx.WXK_RIGHT])
        self._speed = 1
        self._originSpeed = 1
        self._isPlaying = True

    def LoadFrames(self, rect):
        # 将图像载为帧前,先改变图像的色相
        surface = cairo.ImageSurface.create_from_png("tank_T1_0.png")
        sw = surface.get_width()
        sh = surface.get_height()

        # 创建只显示坦克的 surface 作为混合层
        surface2 = cairo.ImageSurface(cairo.FORMAT_ARGB32, sw, sh)
        ctx = cairo.Context(surface2)
        ctx.set_source_rgba(*self._mixColor)
        ctx.mask_surface(surface)

        # 与目标图像混合
        ctx = cairo.Context(surface)
        ctx.set_source_surface(surface2)
        ctx.set_operator(cairo.Operator.HSL_HUE) # 将色相和目标图像色相混合
        ctx.paint()

        self._surface = surface
        super().LoadFrames(rect)

    def GetDirection(self):
        return self._direction

    def SetDirection(self, direction):
        self._direction = direction

    def ChangeDirection(self, direction):
        # 方向转换为除指定方向以外的方向,总觉得这样写不太好 加个
        # TODO
        directions = [wx.WXK_UP, wx.WXK_DOWN, wx.WXK_LEFT, wx.WXK_RIGHT]
        directions.remove(direction)
        self._direction = random.choice(directions)

    def AutoWalk(self):
        if self._direction == wx.WXK_UP:
            self.Up()
        elif self._direction == wx.WXK_DOWN:
            self.Down()
        elif self._direction == wx.WXK_LEFT:
            self.Left()
        elif self._direction == wx.WXK_RIGHT:
            self.Right()

        # 遇边界转向,坦克宽高明明是48,可是按48处理显示不对
        # TODO
        if self._x < 0:
            self._x = 0
            self.ChangeDirection(wx.WXK_LEFT)
        elif self._x > cv.BOARD_WIDTH - 68:
            self._x = cv.BOARD_WIDTH - 68
            self.ChangeDirection(wx.WXK_RIGHT)
        else:
            self._x += self._dx * self._speed

        if self._y < 0:
            self._y = 0
            self.ChangeDirection(wx.WXK_UP)
        elif self._y > cv.BOARD_HEIGHT - 96:
            self._y = cv.BOARD_HEIGHT - 96
            self.ChangeDirection(wx.WXK_DOWN)
        else:
            self._y += self._dy * self._speed

    def Update(self, times, speed):
        # 由主程序刷新时更新
        self.AutoWalk()
        super().Update(times, speed)

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转载自blog.csdn.net/SmileBasic/article/details/126416561