wxPython和pycairo练习记录5

wxPython和pycairo练习记录5

先不管稀烂的坦克碰撞检测,开始添加武器系统。

5.1 武器类

想试试装载不同子弹效果,这里把武器系统设计成类似一个数据结构,主要负责装弹发射,数据刷新由所装载的子弹负责。同时需要给坦克类添加加载武器的方法,敌军坦克需要自动开火,暂时修改敌军坦克。

class Weapon:
    def __init__(self, capacity=10, speed=20):
        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

    def GetCapacity(self):
        return self._capacity

    def GetSpeed(self):
        return self._speed

    def GetBulletNum(self):
        return len(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
        if state and len(self._clip) > 0:
            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()

5.2 子弹类

之前设计图像容器不太合理,初始必须加载图片,如果想直接加载自己画的 surface ,继承重写要改很多。自己画 surface 输出图片再加载,还不如直接用 AI 画。
在这里插入图片描述

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

        self.angle = math.pi / 10
        self.x = 0
        self.y = 100
        self.width = 100
        self.height = 20

    def DrawSceneObjects(self, ctx):
        # 矩形中心坐标
        centerX = self.x + self.width / 2
        centerY = self.y + self.height / 2

        ctx.translate(centerX, centerY) # 移动坐标原点到矩形中心
        ctx.rotate(self.angle) # 旋转弧度,pi 为180度
        ctx.translate(-centerX, -centerY) # 旋转后还原原点坐标,不影响后缀图像绘制

        ctx.rectangle(self.x, self.y, self.width, self.height)
        ctx.set_source_rgb(1, 0, 0)
        ctx.fill()

        # 每次刷新更新数据
        self.angle += math.pi / 10
        self.x += 10

单帧的图像就继承 Sprite ,多帧的图像就继承 MovieClip 。找到的子弹素材是逐帧动画的,所以继承 MovieClip 。
在这里插入图片描述

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)

5.3 玩家子弹和敌军坦克碰撞检测

    def CheckCollisions(self):
        # 检测子弹和敌军坦克碰撞
        for bullet in self.bullets[:]:
            for tank in self.enemies[:]:
                if bullet.GetRect().Intersects(tank.GetRect()):
                    bullet.Destroy()
                    self.bullets.remove(bullet)
                    self.sceneObjects.remove(bullet)

                    tank.Destroy()
                    self.enemies.remove(tank)
                    self.sceneObjects.remove(tank)

                    break

5.4 效果和代码

把坦克也独立放到一个文件,不完善的地方先放着。
在这里插入图片描述

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

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


class Weapon:
    def __init__(self, capacity=10, speed=20):
        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

    def GetCapacity(self):
        return self._capacity

    def GetSpeed(self):
        return self._speed

    def GetBulletNum(self):
        return len(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
        if state and len(self._clip) > 0:
            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

    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


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._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)

# -*- coding: utf-8 -*-
# example2.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

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.enemies = []

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

        # 坦克在四个角的坐标
        coordinates = [(0, 0),
                       (cv.BOARD_WIDTH - 48, 0),
                       (0, cv.BOARD_HEIGHT - 48),
                       (cv.BOARD_WIDTH - 48, cv.BOARD_HEIGHT - 48)]
        # 生成10个敌军坦克
        for i in range(10):
            coord = random.choice(coordinates)
            enemy = Enemy(x=coord[0], y=coord[1], mixColor=(random.random(), random.random(), random.random(), 0.8))
            self.enemies.append(enemy)
            self.sceneObjects.append(enemy)

        # 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 DrawSceneObjects(self, ctx):
        for so in self.sceneObjects:
            if not so.IsDestroyed():
                ctx.set_source_surface(so.GetSurface(), so.GetX(), so.GetY())
                ctx.paint()

    def OnKeyDown(self, e):
        self.player.OnKeyDown(e)
        print("剩余子弹", self.player.GetWeapon().GetBulletNum())
        self.Refresh()

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

    def CheckStrategies(self):
        self.CheckCollisions()

    def CheckCollisions(self):
        # 检测子弹和敌军坦克碰撞
        for bullet in self.bullets[:]:
            for tank in self.enemies[:]:
                if bullet.GetRect().Intersects(tank.GetRect()):
                    bullet.Destroy()
                    self.bullets.remove(bullet)
                    self.sceneObjects.remove(bullet)

                    tank.Destroy()
                    self.enemies.remove(tank)
                    self.sceneObjects.remove(tank)
                    
                    break

        # checked = [] # 存储已检测过的坦克对象
        for tank1 in self.enemies:
            for tank2 in self.enemies:
                # 忽略自身和已检测过的坦克
                if tank1 is tank2:
                # if tank1 is tank2 or tank2 in checked:
                    continue

                rect1 = tank1.GetRect()
                rect2 = tank2.GetRect()
                x1, y1, w1, w2 = rect1
                x2, y2, w2, h2 = rect2
                direction1 = tank1.GetDirection()
                direction2 = tank2.GetDirection()

                if rect1.Intersects(rect2):
                    # 同方向相撞>>,位置在后的转向。
                    # 不同轴方向相撞>^或^>,撞向侧面的那个转向。
                    # print(wx.WXK_UP, wx.WXK_DOWN, wx.WXK_LEFT, wx.WXK_RIGHT)
                    # 315 317 314 316
                    if abs(direction1 - direction2) != 2:
                    # if direction1 == direction2 or abs(direction1 - direction2) == 1 or abs(direction1 - direction2) == 3:
                        if direction1 == wx.WXK_UP and y1 >= y2:
                            tank1.SetDirection(wx.WXK_DOWN)
                        elif direction1 == wx.WXK_DOWN and y1 <= y2:
                            tank1.SetDirection(wx.WXK_UP)
                        elif direction1 == wx.WXK_LEFT and x1 >= x2:
                            tank1.SetDirection(wx.WXK_RIGHT)
                        elif direction1 == wx.WXK_RIGHT and x1 <= x2:
                            tank1.SetDirection(wx.WXK_LEFT)
                        else:
                            direction2 = (direction2 <= 315) and (direction2 + 2) or (direction2 - 2)
                            tank2.SetDirection(direction2)
                    # 相对方向相撞><,都转向。
                    else:
                    # elif abs(direction1 - direction2) == 2:
                        # TODO: 哪里错了?
                        # tank1.SetDirection(direction2)
                        # tank2.SetDirection(direction1)
                        tank1.ChangeDirection(direction1)
                        tank2.ChangeDirection(direction2)
            # checked.append(tank1)



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转载自blog.csdn.net/SmileBasic/article/details/126364644