
在一个典型的接球游戏中,玩家控制一个底部精灵(如火焰)左右移动,以接住从屏幕上方掉落的物体(如雪球)。游戏的目标是尽可能多地接住雪球,避免它们触底。为了增加游戏的挑战性,我们希望在玩家得分达到特定阈值(例如500分)时,让雪球下落的速度加快。
在livewires库中,精灵的速度通常通过其dy(垂直速度)属性来控制。当我们需要在游戏运行时动态改变所有下落精灵的速度时,最有效的方法是修改控制该速度的类变量。
在提供的代码中,Snowball类定义了一个speed类变量:
class Snowball(games.Sprite):
image = games.load_image("SnowBall.png")
speed = 2 # 初始速度
def __init__(self, x, y=70):
super(Snowball, self).__init__(image=Snowball.image,
x=x, y=y,
dy=Snowball.speed) # 使用类变量设置初始dy这里的dy=Snowball.speed意味着每个新创建的Snowball实例都会获取当前Snowball.speed的值作为其垂直速度。因此,如果我们在游戏进行中修改Snowball.speed这个类变量,所有后续创建的雪球都将以新的速度下落。
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为了在得分达到特定值时触发速度变化,我们需要在处理得分更新的逻辑中加入速度调整的判断。在示例游戏中,Fire精灵的check_catch方法是处理雪球捕获和分数增加的地方,因此它是实现此功能的理想位置。
我们将对Fire类的check_catch方法进行修改,以实现以下逻辑:
首先,在Fire类的构造函数中添加一个属性,用于记录上一次速度提升时的分数阈值。
class Fire(games.Sprite):
image = games.load_image("FireSprite.png")
def __init__(self):
super(Fire, self).__init__(image=Fire.image,
x=games.mouse.x,
bottom=games.screen.height)
self.score = games.Text(value=0, size=25, color=color.yellow,
top=5, right=games.screen.width - 10)
games.screen.add(self.score)
self.last_speed_up_score_threshold = 0 # 新增:记录上次速度提升时的分数阈值接下来,修改check_catch方法,在处理完雪球捕获和分数更新后,加入速度调整的逻辑。
class Fire(games.Sprite):
# ... (其他方法保持不变) ...
def check_catch(self):
# 遍历所有与火焰精灵重叠的雪球
for snowball in self.overlapping_sprites:
# 增加分数
self.score.value += 10
# 更新分数显示位置
self.score.right = games.screen.width - 10
# 处理被捕获的雪球(销毁它)
snowball.handle_caught()
# 检查是否达到新的速度提升阈值
current_score = self.score.value
# 计算当前分数所属的500分阈值(例如,490分 -> 0,500分 -> 500,510分 -> 500)
current_threshold = (current_score // 500) * 500
# 如果当前阈值大于0(确保不是初始状态)且大于上次记录的阈值
if current_threshold > 0 and current_threshold > self.last_speed_up_score_threshold:
Snowball.speed += 1 # 增加雪球的下落速度
self.last_speed_up_score_threshold = current_threshold # 更新上次速度提升的阈值
print(f"得分达到 {current_threshold},雪球速度提升至: {Snowball.speed}") # 可选:打印提示信息以下是整合了上述修改后的游戏代码:
# Stop the Snowball game.
from livewires import games, color
import random
games.init(screen_width=640, screen_height=440, fps=50)
class Fire(games.Sprite):
# Fire sprite controlled by the user.
image = games.load_image("FireSprite.png")
def __init__(self):
# Creating the score and Initialising the fire object.
super(Fire, self).__init__(image=Fire.image,
x=games.mouse.x,
bottom=games.screen.height)
self.score = games.Text(value=0, size=25, color=color.yellow,
top=5, right=games.screen.width - 10)
games.screen.add(self.score)
self.last_speed_up_score_threshold = 0 # 新增:记录上次速度提升时的分数阈值
def update(self):
# Move to Mouse.
self.x = games.mouse.x
if self.left < 0:
self.left = 0
if self.right > games.screen.width:
self.right = games.screen.width
self.check_catch()
def check_catch(self):
# Check to see if the Snowball was caught.
for snowball in self.overlapping_sprites: # 更改变量名以避免与类名混淆
self.score.value += 10
self.score.right = games.screen.width - 10
snowball.handle_caught()
# 检查是否达到新的速度提升阈值
current_score = self.score.value
current_threshold = (current_score // 500) * 500
if current_threshold > 0 and current_threshold > self.last_speed_up_score_threshold:
Snowball.speed += 1 # 增加雪球的下落速度
self.last_speed_up_score_threshold = current_threshold
print(f"得分达到 {current_threshold},雪球速度提升至: {Snowball.speed}") # 可选:打印提示信息
class Snowball(games.Sprite):
# A Snowball that falls from the Cloud.
image = games.load_image("SnowBall.png")
speed = 2 # 初始速度
def __init__(self, x, y=70):
# Initialising the Snowball Object.
super(Snowball, self).__init__(image=Snowball.image,
x=x, y=y,
dy=Snowball.speed) # 使用类变量设置dy
def update(self):
# Check if the edge of SnowBall
# has reached the bottom of screen.
if self.bottom > games.screen.height:
self.end_game()
self.destroy()
def handle_caught(self):
# Destroy the snowball if caught.
# to stop build up of sprites.
self.destroy()
def end_game(self):
# End the game
end_message = games.Message(value="Game Over!", size=90,
color=color.yellow,
x=games.screen.width / 2,
y=games.screen.height / 2,
lifetime=5 * games.screen.fps,
after_death=games.screen.quit)
games.screen.add(end_message)
class Cloud(games.Sprite):
# A cloud sprite that drops the snowballs, while moving left to right.
image = games.load_image("Cloud.png")
def __init__(self, y=20, speed=3, odds_change=200):
# Initialising the cloud object.
super(Cloud, self).__init__(image=Cloud.image,
x=games.screen.width / 2,
y=y, dx=speed)
self.odds_change = odds_change
self.time_til_drop = 0
def update(self):
# Check if the direction should be reversed.
if self.left < 0 or self.right > games.screen.width:
self.dx = -self.dx
elif random.randrange(self.odds_change) == 0:
self.dx = -self.dx
self.check_drop()
def check_drop(self):
# Decrease countdown or drop Snowball and reset countdown.
if self.time_til_drop > 0:
self.time_til_drop -= 1
else:
new_snowball = Snowball(x=self.x)
games.screen.add(new_snowball)
# Setting Buffer to 20% of snowball height.
# 注意:这里的time_til_drop会因为Snowball.speed的增加而减小,
# 意味着雪球生成频率也会加快,进一步增加难度。
self.time_til_drop = int(new_snowball.height * 1.2 / Snowball.speed) + 1
def main():
# Starting the game.
WinterSnow = games.load_image("WinterSnow.png")
games.screen.background以上就是Python游戏开发:动态调整下落精灵速度的教程的详细内容,更多请关注php中文网其它相关文章!
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