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()
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