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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:
import pygame import random import time import os from os import path 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'] for img in meteor_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 = [] for snd in ['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'] = [] for i in range(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 ####################################### class Player(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() def shoot(self): now = pygame.time.get_ticks() if now - self.last_shot > self.shoot_delay:#满足间隔时间 self.last_shot = now if self.power == 1: bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) shoot_sound.play() if self.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() if self.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() # timeout for powerups if self.power >= 3 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME: self.power -= 1 self.power_time = pygame.time.get_ticks() def hide(self): # hide the player temporarily self.hidden = True self.hide_timer = pygame.time.get_ticks() self.rect.center = (WIDTH / 2, HEIGHT + 200) def powerup(self): self.power += 1 self.power_time = pygame.time.get_ticks() def lifeup(self): if self.lives < 3: self.lives += 1 elif self.lives == 3: self.lives = 3 def update (self): self.speedx = 0 keystste = pygame.key.get_pressed() if keystste[pygame.K_LEFT]: self.speedx = -8 if keystste[pygame.K_RIGHT]: self.speedx = 8 if keystste[pygame.K_SPACE]: self.shoot() self.rect.x += self.speedx if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 # unhide if hidden if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000: self.hidden = False self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 10 class Mob(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 def update(self): self.rotate() self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.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() def rotate(self): now = pygame.time.get_ticks() if now - 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 class Bullet(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 def update(self): self.rect.y += self.speedy # kill if it moves off the top of the screen if self.rect.bottom < 0: self.kill() #创建导弹类# class Missile(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 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() class Explosion(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 def update(self): #描画爆炸效果(前提是Explosion对象被创建) now = pygame.time.get_ticks() if now - self.last_update > self.frame_rate: self.last_update = now self.frame += 1 if self.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 class Pow(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 def update(self): self.rect.y += self.speedy # kill if it moves off the bottom of the screen if self.rect.top > HEIGHT: self.kill() #######################################函数区####################################### #画分数框 font_name = pygame.font.match_font('arial') def draw_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 def draw_shield_bar(surf, x, y, pct): #pct填充参数(shield血量) if pct < 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 def newmob(): m = Mob() all_sprites.add(m) mobs.add(m) #显示生命 def draw_lives(surf, x, y, lives, img): for i in range(lives): img_rect = img.get_rect() img_rect.x = x + 30 * i img_rect.y = y surf.blit(img, img_rect) def show_go_screen(): screen.blit(background, background_rect) draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4) draw_text(screen, "Arrow keys move, Space to fire", 22, WIDTH / 2, HEIGHT / 2) draw_text(screen, "Heart can add a life. Stars can clear all monsters.", 16, WIDTH / 2, HEIGHT * 4 / 5) draw_text(screen, "Shield can add blood. Space to fire. Lightning can strengthen bullets.", 16, WIDTH / 2, HEIGHT * 5 / 6) draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 2 / 3) pygame.display.flip() waiting = True while waiting: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.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) for i in range(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 while running: if game_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) for i in range(8): newmob() score = 0 clock.tick(FPS)#保持正确的时间运行 for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False #elif event.type == pygame.KEYDOWN: # if event.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) for hit in hits: player.shield -= hit.radius * 2 expl = Explosion(hit.rect.center, 'sm') all_sprites.add(expl) newmob() if player.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() # if the player died and the explosion has finished playing if player.lives == 0 and not death_explosion.alive(): game_over = True #running = False #if hits: 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) for hit in hits: score += 50 - hit.radius random.choice(expl_sounds).play() expl = Explosion(hit.rect.center, 'lg') all_sprites.add(expl) if random.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) for hit in hits: #加血 if hit.type == 'shield': player.shield += random.randrange(10, 30) if player.shield >= 100: player.shield = 100 #子弹增强 if hit.type == 'gun': player.powerup() #清楚屏内所有怪物 if hit.type == 'star': mob_ctr = 0 for mob in mobs.sprites(): mob.kill() mob_ctr += 1 for i in range(mob_ctr): newmob() #生命加 1 if hit.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。
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pygame,飞机大战
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昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。
这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。
而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?