用户:Camel3Bzv查看:0 回复:1 评论:0 创建时间:2023-06-03T11:16:53
【作品展示】

【作品介绍】
移动方法:WASD
【作品源代码】
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 = 喵,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')
喵 = Entity(model = 'cube',parent = camera,scale = (0.3,0.2,0.5),position = (0.5,-0.25,0.5),color = color.red,on_cooldown = False)
喵.flash = Entity(parent = 喵,model = 'quad',z = 1,color = color.yellow,enabled = False)
def shoot():
if not 喵.on_cooldown:
#print("+10")
喵.on_cooldown = True
喵.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(喵.flash.disable,delay = 0.15)
invoke(setattr,喵,'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 = 1.2,
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*8)
app.run()
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