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创建敌人和血条 | Python编程开发FPS游戏 | 少儿编程

2023-05-07 14:18 作者:bili_11451425  | 我要投稿

# ursina

# 相机模式,射击功能

#敌人和血条

#一堆敌人

from ursina import *

from ursina.prefabs.first_person_controller import FirstPersonController

from ursina.shaders import lit_with_shadows_shader



app = Ursina()


Entity.default_shader = lit_with_shadows_shader


DirectionalLight(y=2,rotation=(45,45,0))


Sky()


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,collider='box')


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)

gun.flash = Entity(parent = gun,model='quad',z=1,color = color.yellow,enabled=False)


def shoot():

    if not gun.on_cooldown:

        #print("shooting")

        gun.on_cooldown = True

        gun.flash.enabled = 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(gun.flash.disable,delay = 0.15)

        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')

       

        hit_info = raycast(self.position+Vec3(0,1,0),self.forward,30,ignore=(self,),debug=True)

        if hit_info.entity == player:

            if distance_xz(self.position,player.position)>2:

                    self.position = self.position + self.forward*time.dt*5


for i in range(4):

    Enemy(x=i*4)


app.run()

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