pygame实现飞机大战
本文实例为大家分享了pygame实现飞机大战的具体代码,供大家参考,具体内容如下
运行效果图:
importpygame
importrandom
importtime
importos
fromosimportpath
WIDTH=480
HEIGHT=600
FPS=60#每秒显示多少帧
POWERUP_TIME=5000
COLOR=(255,174,200)
WHITE=(255,255,255)
BLACK=(0,0,0)
GREEN=(0,255,0)
BLUE=(0,0,255)
RED=(255,0,0)
YELLOW=(255,255,0)
#game_folder=os.path.dirname(__file__)
#img_folder=os.path.join(game_folder,'img')
pygame.init()
pygame.mixer.init()#声音的初始化
screen=pygame.display.set_mode((WIDTH,HEIGHT))#屏幕
pygame.display.set_caption("星际大战")#题目
clock=pygame.time.Clock()
snd_dir=path.join(path.dirname(__file__),'snd')
img_dir=path.join(path.dirname(__file__),'img')
background=pygame.image.load(path.join(img_dir,'background.png'))
background_rect=background.get_rect()
player_img=pygame.image.load(path.join(img_dir,'playerShip1.png'))
player_mini_img=pygame.transform.scale(player_img,(25,19))
player_mini_img.set_colorkey(BLACK)
#meteor_img=pygame.image.load(path.join(img_dir,"meteorBrown.png"))
bullet_img=pygame.image.load(path.join(img_dir,"laserRed.png"))
missile_img=pygame.image.load(path.join(img_dir,"missileRed.png"))
meteor_images=[]
meteor_list=['monster11.png','monster22.png','monster33.png','monster44.png','monster55.png']
forimginmeteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir,img)).convert())
powerup_images={}
powerup_images['shield']=pygame.image.load(path.join(img_dir,'shield_gold.png')).convert()
powerup_images['gun']=pygame.image.load(path.join(img_dir,'bolt_gold.png')).convert()
powerup_images['star']=pygame.image.load(path.join(img_dir,'star_gold.png')).convert()
powerup_images['heart']=pygame.image.load(path.join(img_dir,'heart_gold.png')).convert()
shoot_sound=pygame.mixer.Sound(path.join(snd_dir,'shoot_sound.wav'))
expl_sounds=[]
forsndin['rumble1.ogg','bomb.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir,snd)))
pygame.mixer.music.load(path.join(snd_dir,'back_music.wav'))
pygame.mixer.music.set_volume(0.7)
#爆炸效果
explosion_anim={}
explosion_anim['lg']=[]
explosion_anim['sm']=[]
explosion_anim['player']=[]
foriinrange(4):
filename='explosion0{}.png'.format(i)
img=pygame.image.load(path.join(img_dir,filename)).convert()
img.set_colorkey(WHITE)
img_lg=pygame.transform.scale(img,(75,75))
explosion_anim['lg'].append(img_lg)
img_sm=pygame.transform.scale(img,(32,32))
explosion_anim['sm'].append(img_sm)#玩家爆炸
filename='explosion0{}.png'.format(i)
img=pygame.image.load(path.join(img_dir,filename)).convert()
img.set_colorkey(WHITE)
explosion_anim['player'].append(img)
#######################################类区#######################################
classPlayer(pygame.sprite.Sprite):
def__init__(self):
pygame.sprite.Sprite.__init__(self)
#self.image=player_img
self.image=pygame.Surface((50,40))#设置精灵大小
self.image=pygame.transform.scale(player_img,(40,39))#调整图片大小
self.image.set_colorkey(BLACK)
self.rect=self.image.get_rect()
self.radius=18
#pygame.draw.circle(self.image,RED,self.rect.center,self.radius)
self.rect.centerx=WIDTH/2
self.rect.bottom=HEIGHT-10
self.speedx=0
self.shield=100
self.shoot_delay=250#发射子弹间隔ms
self.last_shot=pygame.time.get_ticks()#跟踪最后一个子弹射击的时间
self.lives=3
self.hidden=False
self.hide_timer=pygame.time.get_ticks()
self.power=1
self.power_time=pygame.time.get_ticks()
defshoot(self):
now=pygame.time.get_ticks()
ifnow-self.last_shot>self.shoot_delay:#满足间隔时间
self.last_shot=now
ifself.power==1:
bullet=Bullet(self.rect.centerx,self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
ifself.power==2:
bullet1=Bullet(self.rect.left,self.rect.centery)
bullet2=Bullet(self.rect.right,self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
ifself.power==3:
bullet1=Bullet(self.rect.left,self.rect.centery)
bullet2=Bullet(self.rect.right,self.rect.centery)
missile1=Missile(self.rect.centerx,self.rect.top)#导弹
all_sprites.add(bullet1)
all_sprites.add(bullet2)
all_sprites.add(missile1)
bullets.add(bullet1)
bullets.add(bullet2)
bullets.add(missile1)
shoot_sound.play()
#timeoutforpowerups
ifself.power>=3andpygame.time.get_ticks()-self.power_time>POWERUP_TIME:
self.power-=1
self.power_time=pygame.time.get_ticks()
defhide(self):
#hidetheplayertemporarily
self.hidden=True
self.hide_timer=pygame.time.get_ticks()
self.rect.center=(WIDTH/2,HEIGHT+200)
defpowerup(self):
self.power+=1
self.power_time=pygame.time.get_ticks()
deflifeup(self):
ifself.lives<3:
self.lives+=1
elifself.lives==3:
self.lives=3
defupdate(self):
self.speedx=0
keystste=pygame.key.get_pressed()
ifkeystste[pygame.K_LEFT]:
self.speedx=-8
ifkeystste[pygame.K_RIGHT]:
self.speedx=8
ifkeystste[pygame.K_SPACE]:
self.shoot()
self.rect.x+=self.speedx
ifself.rect.right>WIDTH:
self.rect.right=WIDTH
ifself.rect.left<0:
self.rect.left=0
#unhideifhidden
ifself.hiddenandpygame.time.get_ticks()-self.hide_timer>1000:
self.hidden=False
self.rect.centerx=WIDTH/2
self.rect.bottom=HEIGHT-10
classMob(pygame.sprite.Sprite):
def__init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig=random.choice(meteor_images)
self.image_orig.set_colorkey(COLOR)
self.image=self.image_orig.copy()
self.rect=self.image.get_rect()
#self.image=player_img
#self.image=pygame.Surface((30,40))#设置精灵大小
#self.image=pygame.transform.scale(meteor_img,(39,39))
self.radius=int(self.rect.width*.85/2)
#pygame.draw.circle(self.image,RED,self.rect.center,self.radius)
self.rect.x=random.randrange(WIDTH-self.rect.width)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
self.speedx=random.randrange(-3,3)
self.rot=0
self.rot_speed=random.randrange(-8,8)#每次旋转度数字是速度,正值是顺时针
self.last_update=pygame.time.get_ticks()#自时钟启动以来已经过了多少毫秒
defupdate(self):
self.rotate()
self.rect.x+=self.speedx
self.rect.y+=self.speedy
ifself.rect.top>HEIGHT+10orself.rect.left<-25orself.rect.right>WIDTH+20:
self.rect.x=random.randrange(WIDTH-self.rect.width)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
all_sprites.update()
defrotate(self):
now=pygame.time.get_ticks()
ifnow-self.last_update>50:
self.last_update=now
self.rot=(self.rot+self.rot_speed)%360
new_image=pygame.transform.rotate(self.image_orig,self.rot)
#self.image=pygame.transform.rotate(self.image_orig,self.rot)#从原始图像上改
#self.image=pygame.transform.rotate(self.image,self.rot_speed)
old_center=self.rect.center
self.image=new_image
self.rect=self.image.get_rect()
self.rect.center=old_center
classBullet(pygame.sprite.Sprite):
def__init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((10,20))
self.image=pygame.transform.scale(bullet_img,(15,40))
self.image.set_colorkey(BLACK)
self.rect=self.image.get_rect()
self.rect.bottom=y
self.rect.centerx=x
self.speedy=-10
defupdate(self):
self.rect.y+=self.speedy
#killifitmovesoffthetopofthescreen
ifself.rect.bottom<0:
self.kill()
#创建导弹类#
classMissile(pygame.sprite.Sprite):
def__init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image=missile_img
self.image.set_colorkey(BLACK)
self.rect=self.image.get_rect()
self.rect.bottom=y
self.rect.centerx=x
self.speedy=-10
defupdate(self):
self.rect.y+=self.speedy
ifself.rect.bottom<0:
self.kill()
classExplosion(pygame.sprite.Sprite):
def__init__(self,center,size):
pygame.sprite.Sprite.__init__(self)
self.size=size
self.image=explosion_anim[self.size][0]
self.rect=self.image.get_rect()
self.rect.center=center
self.frame=0
self.last_update=pygame.time.get_ticks()
self.frame_rate=50#frame_rate属性:控制如何快速运行动画
defupdate(self):#描画爆炸效果(前提是Explosion对象被创建)
now=pygame.time.get_ticks()
ifnow-self.last_update>self.frame_rate:
self.last_update=now
self.frame+=1
ifself.frame==len(explosion_anim[self.size]):
self.kill()
else:
center=self.rect.center
self.image=explosion_anim[self.size][self.frame]
self.rect=self.image.get_rect()
self.rect.center=center
#玩家buf
classPow(pygame.sprite.Sprite):
def__init__(self,center):
pygame.sprite.Sprite.__init__(self)
self.type=random.choice(['shield','gun','star','heart'])
self.image=powerup_images[self.type]
self.image.set_colorkey(BLACK)
self.rect=self.image.get_rect()
self.rect.center=center
self.speedy=2
defupdate(self):
self.rect.y+=self.speedy
#killifitmovesoffthebottomofthescreen
ifself.rect.top>HEIGHT:
self.kill()
#######################################函数区#######################################
#画分数框
font_name=pygame.font.match_font('arial')
defdraw_text(surf,text,size,x,y):
font=pygame.font.Font(font_name,size)
text_surface=font.render(text,True,WHITE)
text_rect=text_surface.get_rect()
text_rect.midtop=(x,y)
surf.blit(text_surface,text_rect)
#画血条
defdraw_shield_bar(surf,x,y,pct):#pct填充参数(shield血量)
ifpct<0:
pct=0
BAR_LENGTH=100
BAR_HEIGHT=10
fill=(pct/100)*BAR_LENGTH
outline_rect=pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT)
fill_rect=pygame.Rect(x,y,fill,BAR_HEIGHT)
pygame.draw.rect(surf,COLOR,fill_rect)
pygame.draw.rect(surf,WHITE,outline_rect,2)
#产生新怪物
defnewmob():
m=Mob()
all_sprites.add(m)
mobs.add(m)
#显示生命
defdraw_lives(surf,x,y,lives,img):
foriinrange(lives):
img_rect=img.get_rect()
img_rect.x=x+30*i
img_rect.y=y
surf.blit(img,img_rect)
defshow_go_screen():
screen.blit(background,background_rect)
draw_text(screen,"SHMUP!",64,WIDTH/2,HEIGHT/4)
draw_text(screen,"Arrowkeysmove,Spacetofire",22,WIDTH/2,HEIGHT/2)
draw_text(screen,"Heartcanaddalife.Starscanclearallmonsters.",16,WIDTH/2,HEIGHT*4/5)
draw_text(screen,"Shieldcanaddblood.Spacetofire.Lightningcanstrengthenbullets.",16,WIDTH/2,HEIGHT*5/6)
draw_text(screen,"Pressakeytobegin",18,WIDTH/2,HEIGHT*2/3)
pygame.display.flip()
waiting=True
whilewaiting:
clock.tick(FPS)
foreventinpygame.event.get():
ifevent.type==pygame.QUIT:
pygame.quit()
ifevent.type==pygame.KEYUP:
waiting=False
all_sprites=pygame.sprite.Group()
bullets=pygame.sprite.Group()#碰撞检测组子弹组
mobs=pygame.sprite.Group()
powerups=pygame.sprite.Group()
player=Player()
all_sprites.add(player)
foriinrange(8):#创建障碍物
newmob()
score=0
count=0#用于循环计算FPS
start=time.time()
pygame.mixer.music.play(loops=-1)#背景音乐
game_over=True
running=True
whilerunning:
ifgame_over:
show_go_screen()
game_over=False
all_sprites=pygame.sprite.Group()
mobs=pygame.sprite.Group()
bullets=pygame.sprite.Group()
powerups=pygame.sprite.Group()
player=Player()
all_sprites.add(player)
foriinrange(8):
newmob()
score=0
clock.tick(FPS)#保持正确的时间运行
foreventinpygame.event.get():
#checkforclosingwindow
ifevent.type==pygame.QUIT:
running=False
#elifevent.type==pygame.KEYDOWN:
#ifevent.key==pygame.K_SPACE:
#player.shoot()
#Update
all_sprites.update()
#检查障碍物与玩家碰撞
#hits=pygame.sprite.spritecollide(player,mobs,False)#碰撞检测,true碰撞后会消失
hits=pygame.sprite.spritecollide(player,mobs,True,pygame.sprite.collide_circle)
forhitinhits:
player.shield-=hit.radius*2
expl=Explosion(hit.rect.center,'sm')
all_sprites.add(expl)
newmob()
ifplayer.shield<=0:
death_explosion=Explosion(player.rect.center,'lg')
all_sprites.add(death_explosion)
random.choice(expl_sounds).play()
player.hide()
player.lives-=1
player.shield=100
#player.kill()
#iftheplayerdiedandtheexplosionhasfinishedplaying
ifplayer.lives==0andnotdeath_explosion.alive():
game_over=True
#running=False
#ifhits:running=False
#draw
screen.fill(BLACK)
screen.blit(background,background_rect)
all_sprites.draw(screen)
draw_text(screen,str(score),18,WIDTH/2,10)
#all_sprites.update()
#检查子弹击中障碍物
hits=pygame.sprite.groupcollide(mobs,bullets,True,True)
forhitinhits:
score+=50-hit.radius
random.choice(expl_sounds).play()
expl=Explosion(hit.rect.center,'lg')
all_sprites.add(expl)
ifrandom.random()>0.9:#10%的几率奖励
pow=Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob()
#检查玩家击中powerup(盾牌或能量)
hits=pygame.sprite.spritecollide(player,powerups,True)
forhitinhits:
#加血
ifhit.type=='shield':
player.shield+=random.randrange(10,30)
ifplayer.shield>=100:
player.shield=100
#子弹增强
ifhit.type=='gun':
player.powerup()
#清楚屏内所有怪物
ifhit.type=='star':
mob_ctr=0
formobinmobs.sprites():
mob.kill()
mob_ctr+=1
foriinrange(mob_ctr):
newmob()
#生命加1
ifhit.type=='heart':
player.lifeup()
#print(player.lives)
draw_lives(screen,WIDTH-100,5,player.lives,player_mini_img)
pygame.display.flip()
#显示
#背景填充
screen.fill(BLACK)
screen.blit(background,background_rect)
all_sprites.draw(screen)
draw_text(screen,str(score),27,WIDTH/2,10)
draw_shield_bar(screen,5,5,player.shield)
draw_lives(screen,WIDTH-100,5,player.lives,player_mini_img)#画生命
#all_sprites.draw(screen)
pygame.display.flip()#完成后翻面白板,屏幕显示
pygame.quit()
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持毛票票。
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