创建敌人和血条 | Python编程开发FPS游戏

# ursina
# 相机模式,射击功能
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
app = Ursina()
ground = Entity(model='plane',collider='box',scale=64,texture='grass')
for i in range(16):
Entity(model='cube',scale=2,texture='brick',
texture_scale=(1,2),
x=random.uniform(-8,8),
z=random.uniform(-8,8)+8,
collider='box',
scale_y=random.uniform(2,3),
origin_y=-0.5)
editor_camera = EditorCamera(enabled = False)
def input_pause(key):
if key == 'tab':
editor_camera.enabled = not editor_camera.enabled
mouse.locked = not editor_camera.enabled
player.cursor.enabled = not editor_camera.enabled
player.visible_self = editor_camera.enabled
editor_camera.position = player.position
pause_handler = Entity(input=input_pause)
player = FirstPersonController(model='cube',color=color.orange,z=-10,origin_y=-0.5,speed=8)
gun = Entity(model='cube', parent=camera, scale=(0.3,0.2,1), position=(0.5,-0.25,0.5), color=color.red, on_cooldown=False)
def shoot():
if not gun.on_cooldown:
#print("shooting")
gun.on_cooldown = True
from ursina.prefabs.ursfx import ursfx
ursfx([(0.0, 0.0), (0.1, 0.9), (0.15, 0.75), (0.3, 0.14), (0.6, 0.0)], volume=0.5, wave='noise',
pitch=random.uniform(-13,-12), pitch_change=-12, speed=3.0)
invoke(setattr,gun,'on_cooldown',False,delay = 0.15)
if mouse.hovered_entity and hasattr(mouse.hovered_entity,'hp'):
mouse.hovered_entity.blink(color.red)
mouse.hovered_entity.hp -= 10
if mouse.hovered_entity.hp <= 0:
destroy(mouse.hovered_entity)
mouse.hovered_entity.health_bar.scale_x = mouse.hovered_entity.hp / mouse.hovered_entity.max_hp * 1.5
def update():
if held_keys['left mouse']:
shoot()
class Enemy(Entity):
def __init__(self, add_to_scene_entities=True, **kwargs):
super().__init__(add_to_scene_entities,
model='cube',collider='box',
scale_y=2,origin_y=-0.5,
color=color.light_gray,**kwargs)
self.health_bar = Entity(parent=self,model='cube',color=color.red,y=1,
scale=(1.5,0.1,0.1))
self.max_hp = 100
self.hp = self.max_hp
def update(self):
self.look_at_2d(player.position,'y')
if distance_xz(self.position,player.position)>2:
self.position = self.position + self.forward*time.dt*5
Enemy()
app.run()