Have Enemies Aim at Player#

sprite_bullets_enemy_aims.py#
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Show how to have enemies shoot bullets aimed at the player.
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_bullets_enemy_aims
"""
import arcade
import math
import os
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprites and Bullets Enemy Aims Example"
BULLET_SPEED = 4
class MyGame(arcade.Window):
""" Main application class """
def __init__(self, width, height, title):
super().__init__(width, height, title)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
arcade.set_background_color(arcade.color.BLACK)
self.frame_count = 0
self.enemy_list = None
self.bullet_list = None
self.player_list = None
self.player = None
def setup(self):
self.enemy_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
self.player_list = arcade.SpriteList()
# Add player ship
self.player = arcade.Sprite(":resources:images/space_shooter/playerShip1_orange.png", 0.5)
self.player_list.append(self.player)
# Add top-left enemy ship
enemy = arcade.Sprite(":resources:images/space_shooter/playerShip1_green.png", 0.5)
enemy.center_x = 120
enemy.center_y = SCREEN_HEIGHT - enemy.height
enemy.angle = 180
self.enemy_list.append(enemy)
# Add top-right enemy ship
enemy = arcade.Sprite(":resources:images/space_shooter/playerShip1_green.png", 0.5)
enemy.center_x = SCREEN_WIDTH - 120
enemy.center_y = SCREEN_HEIGHT - enemy.height
enemy.angle = 180
self.enemy_list.append(enemy)
def on_draw(self):
"""Render the screen. """
self.clear()
self.enemy_list.draw()
self.bullet_list.draw()
self.player_list.draw()
def on_update(self, delta_time):
"""All the logic to move, and the game logic goes here. """
self.frame_count += 1
# Loop through each enemy that we have
for enemy in self.enemy_list:
# First, calculate the angle to the player. We could do this
# only when the bullet fires, but in this case we will rotate
# the enemy to face the player each frame, so we'll do this
# each frame.
# Position the start at the enemy's current location
start_x = enemy.center_x
start_y = enemy.center_y
# Get the destination location for the bullet
dest_x = self.player.center_x
dest_y = self.player.center_y
# Do math to calculate how to get the bullet to the destination.
# Calculation the angle in radians between the start points
# and end points. This is the angle the bullet will travel.
x_diff = dest_x - start_x
y_diff = dest_y - start_y
angle = math.atan2(y_diff, x_diff)
# Set the enemy to face the player.
enemy.angle = math.degrees(angle) - 90
# Shoot every 60 frames change of shooting each frame
if self.frame_count % 60 == 0:
bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png")
bullet.center_x = start_x
bullet.center_y = start_y
# Angle the bullet sprite
bullet.angle = math.degrees(angle)
# Taking into account the angle, calculate our change_x
# and change_y. Velocity is how fast the bullet travels.
bullet.change_x = math.cos(angle) * BULLET_SPEED
bullet.change_y = math.sin(angle) * BULLET_SPEED
self.bullet_list.append(bullet)
# Get rid of the bullet when it flies off-screen
for bullet in self.bullet_list:
if bullet.top < 0:
bullet.remove_from_sprite_lists()
self.bullet_list.update()
def on_mouse_motion(self, x, y, delta_x, delta_y):
"""Called whenever the mouse moves. """
self.player.center_x = x
self.player.center_y = y
def main():
""" Main function """
window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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