小学生python游戏编程arcade----坦克大战2
创始人
2024-04-09 23:40:11
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小学生python游戏编程arcade----坦克大战2

    • 前言
    • 多摄象头显得分,title地图加载,精灵分层管理,移动精灵
      • 1、提示框制作
        • 1.1养眼绿色
        • 1.2 画距形提示框
        • 1.3 效果图
        • 1.4 提示框加提示
      • 2、子弹计数问题
        • 2.1 初始时给一定的子弹量
        • 2.2 发射子弹时进行控制
        • 2.3 效果图
      • 3、确定版本
        • 3.1 不要边框的提示
        • 3.2 场景转换
        • 3.3 效果图
        • 3.4 代码实现
    • 源码获取

前言

接上篇文章继续解绍arcade游戏编程的基本知识。准备显示英语单词,让小朋友根据提示打敌人或救朋友,完成系列任务的同时,学习英语单词。此节讲如何设计提示框及子弹计数问题

多摄象头显得分,title地图加载,精灵分层管理,移动精灵

1、提示框制作

1.1养眼绿色

考虑到学生用眼问题,提示框的制作,使用护眼色 绿色 RGB(199,237,204)
豆沙绿RGB
色调:85;饱和度:123;亮度:205,
R: 199; G: 237; B:204;
颜色代码是: #C7EDCC

1.2 画距形提示框

一种画距形
color1 = (199, 237, 204)
# 参数:距形中心位置,宽,高,颜色,线宽
rect = arcade.create_rectangle(SCREEN_width/2, SCREEN_height-60/2,SCREEN_width,60,color1)
第二种,画距形,可变色
# 画距形
# color1 = (199, 237, 204)
# color2 = (199, 237, 194)
# # 上左,上右,下右,下左四个点
# points = (0, SCREEN_height), (SCREEN_width, SCREEN_height), (SCREEN_width, SCREEN_height-50), (0, SCREEN_height-50)
# colors = (color1, color1, color2, color2)
# rect = arcade.create_rectangle_filled_with_colors(points, colors)

1.3 效果图

在这里插入图片描述

1.4 提示框加提示

    self.text_remind = arcade.Text(f"提醒: {self.words+self.ememy_name}",start_x=(SCREEN_width-len(self.words+self.ememy_name)*18)/2,start_y=SCREEN_height-30,color=arcade.csscolor.RED,font_size=18,)![在这里插入图片描述](https://img-blog.csdnimg.cn/059f83a01bc34196870a9ca4b2d256ed.png#pic_center)

在这里插入图片描述

最后根据,只在上面显示提示信息就好,不加提示距形了
整体代码(带提示框的):


from arcadegame.guigl import *
# from arcadegame.mysprite import *
from arcadegame.tank import *
import osclass GameView(arcade.View):def __init__(self):super().__init__()self.scene = Noneself.wanjia = Nonefile_path = os.path.dirname(os.path.abspath(__file__))os.chdir(file_path)arcade.set_background_color(arcade.csscolor.BLUE)self.physics_engine = Noneself.camera = None  # 摄象机self.gui_camera = None  # 第二摄象机self.score = 0# 加载声音self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")self.jump_sound = arcade.load_sound("sounds/s3.wav")self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")self.shoot_sound = arcade.load_sound(":resources:sounds/hurt5.wav")self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav")# 设置地图self.tile_map = None# 是否重新设置分数self.reset_score = True# 地图的最右边self.end_of_map = 0# 关卡级别self.level = 1self.tankdl = 0.1self.ememy_name='scholl'self.words = '请不要打击你的朋友--'self.init_rect()def setup_enemy(self):pass# # -- 敌人 Enemies 先定敌人类# enemies_layer = self.tile_map.object_lists['Enemies']## for my_object in enemies_layer:#     cartesian = self.tile_map.get_cartesian(#         my_object.shape[0], my_object.shape[1]#     )##     enemy_type = my_object.properties["type"]#     if enemy_type == "robot":#         enemy = RobotEnemy()#     elif enemy_type == "zombie":#         enemy = ZombieEnemy()#     else:#         raise Exception(f"Unknown enemy type {enemy_type}.")#     enemy.center_x = math.floor(#         cartesian[0] * TILE_Scaling * self.tile_map.tile_width#     )#     enemy.center_y = math.floor(#         (cartesian[1] + 1) * (self.tile_map.tile_height * TILE_Scaling)#     )#     self.scene.add_sprite(LAYER_enemies, enemy)##     if "boundary_left" in my_object.properties:#         enemy.boundary_left = my_object.properties["boundary_left"]#     if "boundary_right" in my_object.properties:#         enemy.boundary_right = my_object.properties["boundary_right"]#     if "change_x" in my_object.properties:#         enemy.change_x = my_object.properties["change_x"]def setup_player(self):# 添加角色.self.wanjia = Tank("images/坦克.png", 0.5)self.wanjia.center_x = PLAYER_start_xself.wanjia.center_y = PLAYER_start_yself.scene.add_sprite("wj", self.wanjia)self.scene.add_sprite_list_after("wj", LAYER_platforms)  # 添加精灵列表,把玩家放在哪一层,前后层在此关健self.scene.add_sprite("wj",self.wanjia)self.physics_engine = arcade.PhysicsEngineSimple(self.wanjia,walls=self.scene['fz'])def setup_map(self):# 初始化场景map_name = f"地图\家2.json"  # jia{self.level}.json"# 层属性layer_options = {LAYER_platforms: {"use_spatial_hash": True,},LAYER_tree: {"use_spatial_hash": False,},'fz': {"use_spatial_hash": True,},# 'tizi': {#     "use_spatial_hash": True,# },'Enemies': {"use_spatial_hash": True,},}# 读地图文件self.tile_map = arcade.load_tilemap(map_name, TILE_Scaling, layer_options)# 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。self.scene = arcade.Scene.from_tilemap(self.tile_map)print('精灵列表', self.scene['fz'])self.end_of_map = self.tile_map.width * GRID_pixel_sizedef setup(self):# 摄象机self.camera = arcade.Camera(SCREEN_width, SCREEN_height)self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_height)self.setup_map()if self.reset_score:self.score = 0self.reset_score = True# 添加角色.self.setup_player()self.setup_enemy()# 增加子弹层self.scene.add_sprite_list_after(LAYER_bullet, 'wj')def on_show_view(self):self.setup()def on_key_press(self, key: int, modifiers: int):if not self.wanjia.respawning and key == arcade.key.SPACE and self.wanjia.bullets>0:bullet_sprite = BulletSprite(":resources:images/space_shooter/""laserBlue01.png",1)self.wanjia.bullets -= 1bullet_sprite.guid = "子弹"bullet_speed = 13bullet_sprite.change_y = \math.cos(math.radians(self.wanjia.angle)) * bullet_speedbullet_sprite.change_x = \-math.sin(math.radians(self.wanjia.angle)) \* bullet_speedbullet_sprite.center_x = self.wanjia.center_xbullet_sprite.center_y = self.wanjia.center_ybullet_sprite.update()self.scene[LAYER_bullet].append(bullet_sprite)# arcade.play_sound(self.laser_sound, speed=random.random() * 3 + 0.5)if key == arcade.key.LEFT:self.wanjia.change_angle = 3elif key == arcade.key.RIGHT:self.wanjia.change_angle = -3elif key == arcade.key.UP:self.wanjia.thrust = self.tankdlelif key == arcade.key.DOWN:self.wanjia.thrust = -self.tankdldef on_key_release(self, key: int, modifiers: int):if key == arcade.key.LEFT:self.wanjia.change_angle = 0elif key == arcade.key.RIGHT:self.wanjia.change_angle = 0elif key == arcade.key.UP:self.wanjia.thrust = 0elif key == arcade.key.DOWN:self.wanjia.thrust = 0def init_rect(self):self.shapes = arcade.ShapeElementList()# 画距形# color1 = (199, 237, 204)# color2 = (199, 237, 194)# # 上左,上右,下右,下左四个点# points = (0, SCREEN_height), (SCREEN_width, SCREEN_height), (SCREEN_width, SCREEN_height-50), (0, SCREEN_height-50)# colors = (color1, color1, color2, color2)# rect = arcade.create_rectangle_filled_with_colors(points, colors)color1 = (199, 237, 204)# 参数:距形中心位置,宽,高,颜色,线宽rect = arcade.create_rectangle(SCREEN_width/2, SCREEN_height-60/2,SCREEN_width,60,color1)self.shapes.append(rect)self.text_remind = arcade.Text(f"提醒: {self.words+self.ememy_name}",start_x=(SCREEN_width-len(self.words+self.ememy_name)*18)/2,start_y=SCREEN_height-30,color=arcade.csscolor.RED,font_size=18,)def on_draw(self):self.clear()self.camera.use()  # 摄象机self.scene.draw()  # 摄相机与scence的顺序不能放错,否则不会移动# for enemy in self.scene[LAYER_enemies]:#     arcade.draw_text(enemy.string, enemy.left, enemy.top+20, arcade.csscolor.RED, 30, )self.gui_camera.use()# 在屏幕上绘制分数,用屏幕滚动score_text = f"得分: {self.score}"arcade.draw_text(score_text, 10, 500, arcade.csscolor.RED, 18, )score_text = f"子弹数: {self.wanjia.bullets}"arcade.draw_text(score_text, 10, 600, arcade.csscolor.RED, 18, )self.shapes.draw()self.text_remind.draw()# arcade.draw_text(str(int(self.wanjia.barrel.top))+';'+str(int(self.wanjia.barrel.left)), 10, 300, arcade.csscolor.RED, 18, )def center_camera_to_player(self):"""摄相机随角色移动"""screen_center_x = self.wanjia.center_x - (self.camera.viewport_width / 2)screen_center_y = self.wanjia.center_y - (self.camera.viewport_height / 2)# 防止相机出界if screen_center_x < 0:screen_center_x = 0if screen_center_y < 0:screen_center_y = 0player_centered = screen_center_x, screen_center_y# print(player_centered)self.camera.move_to(player_centered)def bengchuang(self):# 子弹的碰撞检测for bullet in self.scene[LAYER_bullet]:hit_list = arcade.check_for_collision_with_lists(bullet,[self.scene[LAYER_enemies],self.scene[LAYER_tree],],)if hit_list:bullet.remove_from_sprite_lists()for collision in hit_list:if (self.scene[LAYER_enemies] in collision.sprite_lists):# The collision was with an enemycollision.health -= BULLET_shanghaiif collision.health <= 0:collision.remove_from_sprite_lists()self.score += 100# Hit soundarcade.play_sound(self.hit_sound)returnif (bullet.right < 0) or (bullet.left> (self.tile_map.width * self.tile_map.tile_width) * TILE_Scaling):bullet.remove_from_sprite_lists()# 碰撞检测player_collision_list = arcade.check_for_collision_with_lists(self.wanjia,[# self.scene[LAYER_tree],self.scene[LAYER_enemies],],)# 检测磁到的是硬币还是敌人for collision in player_collision_list:if self.scene[LAYER_enemies] in collision.sprite_lists:arcade.play_sound(self.game_over)self.setup()returnelse:# 算出这枚硬币值多少分if "Points" not in collision.properties:print("警告,收集的硬币没有点数属性.")else:points = int(collision.properties["Points"])self.score += points# Remove the coincollision.remove_from_sprite_lists()arcade.play_sound(self.collect_coin_sound)# # 是否走到地图尽头# if self.wanjia.center_x >= self.end_of_map:#     # 关卡升级#     self.level += 1#     # 不需重新积分#     self.reset_score = False#     # 加载下个场景#     self.setup()def update_ememy(self):pass# 更新动画# self.scene.update_animation(delta_time, [LAYER_enemies])# 看看敌人是否达到了边界,需要改变方向.# for enemy in self.scene[LAYER_enemies]:#     if (#             enemy.boundary_right#             and enemy.right > enemy.boundary_right#             and enemy.change_x > 0#     ):#         enemy.change_x *= -1##     if (#             enemy.boundary_left#             and enemy.left < enemy.boundary_left#             and enemy.change_x < 0#     ):#         enemy.change_x *= -1#     # print(enemy.string)#     arcade.draw_text(enemy.string, enemy.center_x, enemy.center_y, arcade.csscolor.RED, 18, )### # 更新敌人及子弹# self.scene.update([LAYER_enemies, LAYER_bullet])  #def on_update(self, delta_time: float):# print(self.physics_engine)self.physics_engine.update()  # 运用引擎移动角色self.scene['wj'].update()self.scene[LAYER_bullet].update()# # 掉下或level达到最后一关时,游戏结束,或重新开始# if self.wanjia.center_y < -100 or self.level == 3:#     self.wanjia.center_x = PLAYER_start_x#     self.wanjia.center_y = PLAYER_start_y#     arcade.play_sound(self.game_over)# 更新动画self.update_ememy()self.center_camera_to_player()  # 摄象机class MainMenu(arcade.View):"""Class that manages the 'menu' view."""def on_show_view(self):"""设置背景"""arcade.set_background_color(arcade.color.WHITE)self.g = GuiGL()# 初始化场景self.background = arcade.Sprite("images/坦克12.png", 1.4)self.background.center_x = SCREEN_width / 2self.background.center_y = SCREEN_height / 2# 设置背景色arcade.set_background_color(arcade.color.DARK_BLUE_GRAY)#  事件方法2,自定义方法函数self.g.start_button.on_click = self.on_click_startdef on_draw(self):self.clear()self.background.draw()self.g.manager.draw()score_text = f"坦克大战"arcade.draw_text(score_text,SCREEN_width / 2-80,SCREEN_height / 2+220,arcade.csscolor.GOLD,30,)def on_click_start(self, event):print("自定义方法调用--开始:", event)game_view = GameView()self.window.show_view(game_view)class GameOverView(arcade.View):"""结整界面"""def on_show_view(self):"""设置背景"""arcade.set_background_color(arcade.color.BLACK)def on_draw(self):"""Draw the game overview"""self.clear()arcade.draw_text("游戏结束,点击重新开始",SCREEN_width / 2,SCREEN_height / 2,arcade.color.WHITE,30,anchor_x="center",)def on_mouse_press(self, _x, _y, _button, _modifiers):"""Use a mouse press to advance to the 'game' view."""game_view = GameView()self.window.show_view(game_view)def main():"""主函数"""window = arcade.Window(SCREEN_width, SCREEN_height, SCREEN_title)menu_view = MainMenu()window.show_view(menu_view)arcade.run()if __name__ == "__main__":main()

2、子弹计数问题

2.1 初始时给一定的子弹量

在tank类中增加变量
# 子弹数
self.bullets = 10

2.2 发射子弹时进行控制

        if not self.wanjia.respawning and key == arcade.key.SPACE and self.wanjia.bullets>0:bullet_sprite = BulletSprite(":resources:images/space_shooter/""laserBlue01.png",1)self.wanjia.bullets -= 1bullet_sprite.guid = "子弹"bullet_speed = 13bullet_sprite.change_y = \math.cos(math.radians(self.wanjia.angle)) * bullet_speedbullet_sprite.change_x = \-math.sin(math.radians(self.wanjia.angle)) \* bullet_speedbullet_sprite.center_x = self.wanjia.center_xbullet_sprite.center_y = self.wanjia.center_ybullet_sprite.update()self.scene[LAYER_bullet].append(bullet_sprite)

2.3 效果图

在这里插入图片描述

3、确定版本

3.1 不要边框的提示

子弹数显示,以例调试

3.2 场景转换

此模块,包含了场景前期设计

3.3 效果图

在这里插入图片描述
点击开始按钮后进入
在这里插入图片描述

3.4 代码实现


from arcadegame.guigl import *
# from arcadegame.mysprite import *
from arcadegame.tank import *
import osclass GameView(arcade.View):def __init__(self):super().__init__()self.scene = Noneself.wanjia = Nonefile_path = os.path.dirname(os.path.abspath(__file__))os.chdir(file_path)arcade.set_background_color(arcade.csscolor.BLUE)self.physics_engine = Noneself.camera = None  # 摄象机self.gui_camera = None  # 第二摄象机self.score = 0# 加载声音self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")self.jump_sound = arcade.load_sound("sounds/s3.wav")self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")self.shoot_sound = arcade.load_sound(":resources:sounds/hurt5.wav")self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav")# 设置地图self.tile_map = None# 是否重新设置分数self.reset_score = True# 地图的最右边self.end_of_map = 0# 关卡级别self.level = 1self.tankdl = 0.1self.ememy_name='scholl'self.words = '请不要打击你的朋友--'self.init_rect()def setup_enemy(self):pass# # -- 敌人 Enemies 先定敌人类# enemies_layer = self.tile_map.object_lists['Enemies']## for my_object in enemies_layer:#     cartesian = self.tile_map.get_cartesian(#         my_object.shape[0], my_object.shape[1]#     )##     enemy_type = my_object.properties["type"]#     if enemy_type == "robot":#         enemy = RobotEnemy()#     elif enemy_type == "zombie":#         enemy = ZombieEnemy()#     else:#         raise Exception(f"Unknown enemy type {enemy_type}.")#     enemy.center_x = math.floor(#         cartesian[0] * TILE_Scaling * self.tile_map.tile_width#     )#     enemy.center_y = math.floor(#         (cartesian[1] + 1) * (self.tile_map.tile_height * TILE_Scaling)#     )#     self.scene.add_sprite(LAYER_enemies, enemy)##     if "boundary_left" in my_object.properties:#         enemy.boundary_left = my_object.properties["boundary_left"]#     if "boundary_right" in my_object.properties:#         enemy.boundary_right = my_object.properties["boundary_right"]#     if "change_x" in my_object.properties:#         enemy.change_x = my_object.properties["change_x"]def setup_player(self):# 添加角色.self.wanjia = Tank("images/坦克.png", 0.5)self.wanjia.center_x = PLAYER_start_xself.wanjia.center_y = PLAYER_start_yself.scene.add_sprite("wj", self.wanjia)self.scene.add_sprite_list_after("wj", LAYER_platforms)  # 添加精灵列表,把玩家放在哪一层,前后层在此关健self.scene.add_sprite("wj",self.wanjia)self.physics_engine = arcade.PhysicsEngineSimple(self.wanjia,walls=self.scene['fz'])def setup_map(self):# 初始化场景map_name = f"地图\家2.json"  # jia{self.level}.json"# 层属性layer_options = {LAYER_platforms: {"use_spatial_hash": True,},LAYER_tree: {"use_spatial_hash": False,},'fz': {"use_spatial_hash": True,},# 'tizi': {#     "use_spatial_hash": True,# },'Enemies': {"use_spatial_hash": True,},}# 读地图文件self.tile_map = arcade.load_tilemap(map_name, TILE_Scaling, layer_options)# 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。self.scene = arcade.Scene.from_tilemap(self.tile_map)print('精灵列表', self.scene['fz'])self.end_of_map = self.tile_map.width * GRID_pixel_sizedef setup(self):# 摄象机self.camera = arcade.Camera(SCREEN_width, SCREEN_height)self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_height)self.setup_map()if self.reset_score:self.score = 0self.reset_score = True# 添加角色.self.setup_player()self.setup_enemy()# 增加子弹层self.scene.add_sprite_list_after(LAYER_bullet, 'wj')def on_show_view(self):self.setup()def on_key_press(self, key: int, modifiers: int):if not self.wanjia.respawning and key == arcade.key.SPACE and self.wanjia.bullets>0:bullet_sprite = BulletSprite(":resources:images/space_shooter/""laserBlue01.png",1)self.wanjia.bullets -= 1bullet_sprite.guid = "子弹"bullet_speed = 13bullet_sprite.change_y = \math.cos(math.radians(self.wanjia.angle)) * bullet_speedbullet_sprite.change_x = \-math.sin(math.radians(self.wanjia.angle)) \* bullet_speedbullet_sprite.center_x = self.wanjia.center_xbullet_sprite.center_y = self.wanjia.center_ybullet_sprite.update()self.scene[LAYER_bullet].append(bullet_sprite)# arcade.play_sound(self.laser_sound, speed=random.random() * 3 + 0.5)if key == arcade.key.LEFT:self.wanjia.change_angle = 3elif key == arcade.key.RIGHT:self.wanjia.change_angle = -3elif key == arcade.key.UP:self.wanjia.thrust = self.tankdlelif key == arcade.key.DOWN:self.wanjia.thrust = -self.tankdldef on_key_release(self, key: int, modifiers: int):if key == arcade.key.LEFT:self.wanjia.change_angle = 0elif key == arcade.key.RIGHT:self.wanjia.change_angle = 0elif key == arcade.key.UP:self.wanjia.thrust = 0elif key == arcade.key.DOWN:self.wanjia.thrust = 0def init_rect(self):self.shapes = arcade.ShapeElementList()# color1 = (199, 237, 204)# # 参数:距形中心位置,宽,高,颜色,线宽# rect = arcade.create_rectangle(SCREEN_width/2, SCREEN_height-60/2,SCREEN_width,60,color1)# self.shapes.append(rect)self.text_remind = arcade.Text(f"提醒: {self.words+self.ememy_name}",start_x=(SCREEN_width-len(self.words+self.ememy_name)*18)/2,start_y=SCREEN_height-30,color=arcade.csscolor.RED,font_size=18,)def on_draw(self):self.clear()self.camera.use()  # 摄象机self.scene.draw()  # 摄相机与scence的顺序不能放错,否则不会移动# for enemy in self.scene[LAYER_enemies]:#     arcade.draw_text(enemy.string, enemy.left, enemy.top+20, arcade.csscolor.RED, 30, )self.gui_camera.use()# 在屏幕上绘制分数,用屏幕滚动score_text = f"得分: {self.score}"arcade.draw_text(score_text, 10, 500, arcade.csscolor.RED, 18, )score_text = f"子弹数: {self.wanjia.bullets}"arcade.draw_text(score_text, 10, 400, arcade.csscolor.RED, 18, )self.shapes.draw()self.text_remind.draw()# arcade.draw_text(str(int(self.wanjia.barrel.top))+';'+str(int(self.wanjia.barrel.left)), 10, 300, arcade.csscolor.RED, 18, )def center_camera_to_player(self):"""摄相机随角色移动"""screen_center_x = self.wanjia.center_x - (self.camera.viewport_width / 2)screen_center_y = self.wanjia.center_y - (self.camera.viewport_height / 2)# 防止相机出界if screen_center_x < 0:screen_center_x = 0if screen_center_y < 0:screen_center_y = 0player_centered = screen_center_x, screen_center_y# print(player_centered)self.camera.move_to(player_centered)def bengchuang(self):# 子弹的碰撞检测for bullet in self.scene[LAYER_bullet]:hit_list = arcade.check_for_collision_with_lists(bullet,[self.scene[LAYER_enemies],self.scene[LAYER_tree],],)if hit_list:bullet.remove_from_sprite_lists()for collision in hit_list:if (self.scene[LAYER_enemies] in collision.sprite_lists):# The collision was with an enemycollision.health -= BULLET_shanghaiif collision.health <= 0:collision.remove_from_sprite_lists()self.score += 100# Hit soundarcade.play_sound(self.hit_sound)returnif (bullet.right < 0) or (bullet.left> (self.tile_map.width * self.tile_map.tile_width) * TILE_Scaling):bullet.remove_from_sprite_lists()# 碰撞检测player_collision_list = arcade.check_for_collision_with_lists(self.wanjia,[# self.scene[LAYER_tree],self.scene[LAYER_enemies],],)# 检测磁到的是硬币还是敌人for collision in player_collision_list:if self.scene[LAYER_enemies] in collision.sprite_lists:arcade.play_sound(self.game_over)self.setup()returnelse:# 算出这枚硬币值多少分if "Points" not in collision.properties:print("警告,收集的硬币没有点数属性.")else:points = int(collision.properties["Points"])self.score += points# Remove the coincollision.remove_from_sprite_lists()arcade.play_sound(self.collect_coin_sound)# # 是否走到地图尽头# if self.wanjia.center_x >= self.end_of_map:#     # 关卡升级#     self.level += 1#     # 不需重新积分#     self.reset_score = False#     # 加载下个场景#     self.setup()def update_ememy(self):pass# 更新动画# self.scene.update_animation(delta_time, [LAYER_enemies])# 看看敌人是否达到了边界,需要改变方向.# for enemy in self.scene[LAYER_enemies]:#     if (#             enemy.boundary_right#             and enemy.right > enemy.boundary_right#             and enemy.change_x > 0#     ):#         enemy.change_x *= -1##     if (#             enemy.boundary_left#             and enemy.left < enemy.boundary_left#             and enemy.change_x < 0#     ):#         enemy.change_x *= -1#     # print(enemy.string)#     arcade.draw_text(enemy.string, enemy.center_x, enemy.center_y, arcade.csscolor.RED, 18, )### # 更新敌人及子弹# self.scene.update([LAYER_enemies, LAYER_bullet])  #def on_update(self, delta_time: float):# print(self.physics_engine)self.physics_engine.update()  # 运用引擎移动角色self.scene['wj'].update()self.scene[LAYER_bullet].update()# # 掉下或level达到最后一关时,游戏结束,或重新开始# if self.wanjia.center_y < -100 or self.level == 3:#     self.wanjia.center_x = PLAYER_start_x#     self.wanjia.center_y = PLAYER_start_y#     arcade.play_sound(self.game_over)# 更新动画self.update_ememy()self.center_camera_to_player()  # 摄象机class MainMenu(arcade.View):"""Class that manages the 'menu' view."""def on_show_view(self):"""设置背景"""arcade.set_background_color(arcade.color.WHITE)self.g = GuiGL()# 初始化场景self.background = arcade.Sprite("images/坦克12.png", 1.4)self.background.center_x = SCREEN_width / 2self.background.center_y = SCREEN_height / 2# 设置背景色arcade.set_background_color(arcade.color.DARK_BLUE_GRAY)#  事件方法2,自定义方法函数self.g.start_button.on_click = self.on_click_startdef on_draw(self):self.clear()self.background.draw()self.g.manager.draw()score_text = f"坦克大战"arcade.draw_text(score_text,SCREEN_width / 2-80,SCREEN_height / 2+220,arcade.csscolor.GOLD,30,)def on_click_start(self, event):print("自定义方法调用--开始:", event)game_view = GameView()self.window.show_view(game_view)class GameOverView(arcade.View):"""结整界面"""def on_show_view(self):"""设置背景"""arcade.set_background_color(arcade.color.BLACK)def on_draw(self):"""Draw the game overview"""self.clear()arcade.draw_text("游戏结束,点击重新开始",SCREEN_width / 2,SCREEN_height / 2,arcade.color.WHITE,30,anchor_x="center",)def on_mouse_press(self, _x, _y, _button, _modifiers):"""Use a mouse press to advance to the 'game' view."""game_view = GameView()self.window.show_view(game_view)def main():"""主函数"""window = arcade.Window(SCREEN_width, SCREEN_height, SCREEN_title)menu_view = MainMenu()window.show_view(menu_view)arcade.run()if __name__ == "__main__":main()

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