創(chuàng)建敵人和血條 | Python編程開發(fā)FPS游戲 | 少兒編程

# ursina
# 相機模式,射擊功能
#敵人和血條
#一堆敵人
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()