利用pygame实现了简易版飞机大战。源代码如下:
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# -*- coding:utf-8 -*-
import pygame
import sys
from pygame. locals import *
from pygame.font import *
import time
import random
class Hero( object ):
#玩家 英雄类
def __init__( self , screen_temp):
self .x = 210
self .y = 700
self .life = 21
# self.life = 100
self .image = pygame.image.load( "./feiji/hero1.png" )
self .screen = screen_temp
self .bullet_list = [] #用来存储子弹对象的引用
#爆炸效果用的如下属性
self .hit = False #表示是否要爆炸
self .bomb_list = [] #用来存储爆炸时需要的图片
self .__create_images() #调用这个方法向bomb_list中添加图片
self .image_num = 0 #用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片
self .image_index = 0 #用来记录当前要显示的爆炸效果的图片的序号
def __create_images( self ):
#添加爆炸图片
self .bomb_list.append(pygame.image.load( "./feiji/hero_blowup_n1.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/hero_blowup_n2.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/hero_blowup_n3.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/hero_blowup_n4.png" ))
def display( self ):
#显示玩家的飞机
#如果被击中,就显示爆炸效果,否则显示普通的飞机效果
if self .hit = = True :
self .screen.blit( self .bomb_list[ self .image_index], ( self .x, self .y)) #(self.x, self.y)是指当前英雄的位置
#blit方法 (一个对象,左上角位置)
self .image_num + = 1
print ( self .image_num)
if self .image_num = = 7 :
self .image_num = 0
self .image_index + = 1
print ( self .image_index) #这里子弹打住英雄时没有被清除掉,所以打一下,就死了
if self .image_index > 3 :
time.sleep( 1 )
exit() #调用exit让游戏退出
#self.image_index = 0
else :
if self .x< 0 : #控制英雄,不让它跑出界面
self .x = 0
elif self .x > 382 :
self .x = 382
if self .y < 0 :
self .y = 0
elif self .y > 750 :
self .y = 750
self .screen.blit( self .image,( self .x, self .y)) #z这里是只要没有被打中,就一直是刚开始的样子
#不管玩家飞机是否被击中,都要显示发射出去的子弹
for bullet in self .bullet_list:
bullet.display()
bullet.move()
def move( self , move_x,move_y):
self .x + = move_x
self .y + = move_y
def fire( self ):
#通过创建一个子弹对象,完成发射子弹
bullet = Bullet( self .screen, self .x, self .y) #创建一个子弹对象
self .bullet_list.append(bullet)
def bomb( self ):
self .hit = True
def judge( self ):
global life
if life < = 0 :
self .bomb()
class Bullet( object ):
#玩家子弹类
def __init__( self , screen_temp, x_temp, y_temp):
self .x = x_temp + 40
self .y = y_temp - 20
self .image = pygame.image.load( "./feiji/bullet.png" )
self .screen = screen_temp
def display( self ):
self .screen.blit( self .image, ( self .x, self .y))
def move( self ):
self .y - = 10
class Bullet_Enemy( object ):
#敌机子弹类
def __init__( self , screen_temp, x_temp, y_temp):
self .x = x_temp + 25
self .y = y_temp + 30
self .image = pygame.image.load( "./feiji/bullet1.png" )
self .screen = screen_temp
def display( self ):
self .screen.blit( self .image,( self .x, self .y))
def move( self , hero):
self .y + = 10
global life
if (hero.y < = self .y and self .y < = hero.y + 40 ) and (hero.x < = self .x and self .x < = hero.x + 100 ):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life - = 10
#self.bullet_list.remove()
print ( "---judge_enemy---" )
return True
if life< = 0 :
hero.bomb()
return False
class Bullet_Boss( object ):
#boss子弹类1
def __init__( self , screen_temp, x_temp, y_temp):
self .x = x_temp + 80
self .y = y_temp + 230
self .image = pygame.image.load( "./feiji/bullet2.png" )
self .screen = screen_temp
def display( self ):
self .screen.blit( self .image, ( self .x, self .y))
def move( self , hero):
self .y + = 6
self .x + = 2
global life
if (hero.y < = self .y and self .y < = hero.y + 40 ) and (hero.x < = self .x and self .x < = hero.x + 100 ):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life - = 20
#self.bullet_list.remove()
print ( "---judge_boss---" )
return True
if life< = 0 :
hero.bomb()
return False
class Bullet_Boss1( object ):
#boss子弹类2
def __init__( self , screen_temp, x_temp, y_temp):
self .x = x_temp + 80
self .y = y_temp + 230
self .image = pygame.image.load( "./feiji/bullet2.png" )
self .screen = screen_temp
def display( self ):
self .screen.blit( self .image, ( self .x, self .y))
def move( self , hero):
self .y + = 6
self .x - = 2
global life
if (hero.y < = self .y and self .y < = hero.y + 40 ) and (hero.x < = self .x and self .x < = hero.x + 100 ):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life - = 20
#self.bullet_list.remove()
print ( "---judge_boss---" )
return True
if life< = 0 :
hero.bomb()
return False
class Bullet_Boss2( object ):
#boss子弹类3
def __init__( self , screen_temp, x_temp, y_temp):
self .x = x_temp + 80
self .y = y_temp + 230
self .image = pygame.image.load( "./feiji/bullet2.png" )
self .screen = screen_temp
def display( self ):
self .screen.blit( self .image, ( self .x, self .y))
def move( self , hero):
self .y + = 6
global life
if (hero.y < = self .y and self .y < = hero.y + 40 ) and (hero.x < = self .x and self .x < = hero.x + 100 ):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life - = 20
#self.bullet_list.remove()
print ( "---judge_boss---" )
return True
if life< = 0 :
hero.bomb()
return False
class Base( object ):
#基类 类似于抽象类
def __init__( self , screen_temp, x, y, image_name):
self .x = x
self .y = y
self .screen = screen_temp
self .image = pygame.image.load(image_name)
self .alive = True
def display( self ):
if self .alive = = True :
self .screen.blit( self .image, ( self .x, self .y))
def move( self ):
self .y + = 5
class bomb_bullet(Base):
#炸弹类
def __init__( self , screen_temp):
Base.__init__( self , screen_temp, random.randint( 45 , 400 ), 0 , "./feiji/bomb.png" )
def judge( self , hero):
if (hero.y < = self .y and self .y < = hero.y + 40 ) and (hero.x < = self .x and self .x < = hero.x + 100 ):
self .alive = False
hero.bomb()
if self .y > = 850 :
#self.alive = False
self .y = 0
self .x = random.randint( 45 , 400 )
#print("bomb.y = %d"%self.y)
class supply(Base):
#补给类
def __init__( self , screen_temp):
Base.__init__( self , screen_temp, random.randint( 45 , 400 ), - 300 , "./feiji/bomb-1.gif" )
def judge( self , hero):
global life
if (hero.y < = self .y and self .y < = hero.y + 40 ) and (hero.x < = self .x and self .x < = hero.x + 100 ):
self .alive = False
life + = 10
if self .y > = 1500 :
self .y = 0
self .x = random.randint( 45 , 400 )
self .alive = True
class clear_bullet(Base):
def __init__( self , screen_temp):
Base.__init__( self , screen_temp, random.randint( 45 , 400 ), 0 , "./feiji/bomb-2.gif" )
self .alive = False
def judge( self , hero, enemies):
global q
q + = 1
#self.move()
if q = = 20 :
#self.move()
self .alive = True
q = 0
if (hero.y < = self .y and self .y < = hero.y + 40 ) and (hero.x < = self .x and self .x < = hero.x + 100 ):
self .alive = False
for enemy in enemies:
enemy.hit = = True
class EnemyPlane( object ):
#敌机类
def __init__( self , screen_temp):
self .x = random.randint( 15 , 480 )
self .y = 0
self .image = pygame.image.load( "./feiji/enemy0.png" )
self .screen = screen_temp
self .bullet_list = [] #用来存储子弹对象的引用
#self.direction = "right"#用来设置这个飞机默认的移动方向
self .hit = False
self .bomb_list = []
self .__create_images()
self .image_num = 0
self .image_index = 0
#利用产生的随机数,随机确定飞机初始移动方向
self .k = random.randint( 1 , 20 )
if self .k < = 10 :
self .direction = "right"
elif self .k > 10 :
self .direction = "left"
def display( self , hero):
#显示敌人的飞机
if not self .hit:
self .screen.blit( self .image, ( self .x, self .y))
else :
self .screen.blit( self .bomb_list[ self .image_index], ( self .x, self .y))
self .image_num + = 1
if self .image_num = = 3 and self .image_index < 3 :
self .image_num = 0
self .image_index + = 1
#print(self.image_index)
# if self.image_index > 2:
# time.sleep(0.1)
for bullet in self .bullet_list:
bullet.display()
if (bullet.move(hero)):
self .bullet_list.remove(bullet)
def move( self ):
#利用随机数来控制飞机移动距离,以及移动范围
d1 = random.uniform( 1 , 3 )
d2 = random.uniform( 0.2 , 3 )
p1 = random.uniform( 50 , 100 )
p2 = random.uniform( - 200 , 0 )
if self .direction = = "right" :
self .x + = d1
elif self .direction = = "left" :
self .x - = d1
if self .x > 480 - p1:
#480 - 50
self .direction = "left"
elif self .x < p2:
self .direction = "right"
self .y + = d2
def bomb( self ):
self .hit = True
def __create_images( self ):
self .bomb_list.append(pygame.image.load( "./feiji/enemy0_down1.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy0_down2.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy0_down3.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy0_down4.png" ))
def fire( self ):
#利用随机数来控制敌机的开火,1/80的概率
s = random.randint( 0 , 800 )
bullet1 = Bullet_Enemy( self .screen, self .x, self .y)
if s < 10 :
self .bullet_list.append(bullet1)
class EnemyPlanes(EnemyPlane):
#敌机群类 继承自EnemyPlane类
def __init__( self , screen_temp):
EnemyPlane.__init__( self , screen_temp)
self .num = 0
self .enemy_list = [] #用列表存储产生的多架敌机
self .screen = screen_temp
def add_enemy( self , num):
#产生多架敌机的函数
self .num = num
for i in range (num):
enemy = EnemyPlane( self .screen)
self .enemy_list.append(enemy)
def display( self , hero):
for i in range ( self .num):
self .enemy_list[i].display(hero)
def move( self ):
for i in range ( self .num):
self .enemy_list[i].move()
def fire( self ):
#s = random.randint(0,1000)
for i in range ( self .num):
self .enemy_list[i].fire()
class Boss(EnemyPlane):
#boss敌机类 继承自EnemyPlane类
def __init__( self ,screen_temp):
EnemyPlane.__init__( self ,screen_temp)
self .x = 150
self .y = 0
self .bomb_list = []
self .__create_images()
self .image = pygame.image.load( "./feiji/enemy2.png" )
self .screen = screen_temp
self .bullet_list = []
def __create_images( self ):
#self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
self .bomb_list.append(pygame.image.load( "./feiji/enemy2.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy2_down1.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy2_down2.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy2_down3.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy2_down4.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy2_down5.png" ))
self .bomb_list.append(pygame.image.load( "./feiji/enemy2_down6.png" ))
def display( self , hero):
#显示敌人的飞机
global g
#print(g)
self .screen.blit( self .bomb_list[g], ( self .x, self .y))
for bullet in self .bullet_list:
bullet.display()
if (bullet.move(hero)):
self .bullet_list.remove(bullet)
def move( self ):
d1 = 0
self .y + = 0
def fire( self ):
global s
s + = 1
bullet1 = Bullet_Boss( self .screen, self .x, self .y)
bullet2 = Bullet_Boss1( self .screen, self .x, self .y)
bullet3 = Bullet_Boss2( self .screen, self .x, self .y)
if s = = 20 :
s = 0
self .bullet_list.append(bullet1)
self .bullet_list.append(bullet2)
self .bullet_list.append(bullet3)
def judge1(hero,enemy):
#判断敌机的炸毁
for bullet1 in hero.bullet_list:
if bullet1.y in range ( int (enemy.y), int (enemy.y + 30 )) and bullet1.x in range ( int (enemy.x - 10 ), int (enemy.x + 50 )):
hero.bullet_list.remove(bullet1)
enemy.bomb()
if bullet1.y < 0 or bullet1.x < 0 or bullet1.x > 480 : #删除越界的玩家子弹
hero.bullet_list.remove(bullet1)
def judge3(hero,boss):
#判断boss的炸毁
global goal, g, goal0
for bullet3 in hero.bullet_list:
if bullet3.y in range ( int (boss.y), int (boss.y + 60 )) and bullet3.x in range ( int (boss.x), int (boss.x + 100 )):
hero.bullet_list.remove(bullet3)
g + = 1
boss.image = boss.bomb_list[g]
print ( "g = %d" % g)
if g > = 6 :
boss.y, g, goal = 0 , 0 , 0
boss.bomb()
goal0 + = 10
def clear_enemy(enemies):
#清除敌机群类中被炸毁的敌机
global goal, goal0
for enemy in enemies.enemy_list:
if enemy.hit = = True and enemy.image_index = = 3 :
enemies.enemy_list.remove(enemy)
enemies.num - = 1
goal + = 1
goal0 + = 5
print ( "goal = %d" % goal)
if enemy.y > = 850 :
enemies.enemy_list.remove(enemy)
enemies.num - = 1
def judge_num(enemies):
#判断频幕上敌人的数量,如果为零,继续添加敌人
n = random.randint( 1 , 5 )
if len (enemies.enemy_list) = = 0 :
enemies.add_enemy(n)
def show_text(screen_temp):
#在屏幕上显示文字
text = "GOAL:" + str (goal0) + "Life:" + str (life)
font_size = 50
pos = ( 0 , 0 )
color = ( 0 , 255 , 0 )
cur_font = pygame.font.SysFont( "宋体" ,font_size)
text_fmt = cur_font.render(text, 1 , color)
screen_temp.blit(text_fmt, pos)
def creat_bomb(screen_temp):
bomb = bomb_bullet(screen_temp)
bomb_list = []
bomb_list.apend(bomb)
#定义的全局变量
goal = 0 #玩家得分
goal0 = 0
g = 0 #击中boss的次数
life = 100 #生命值
s = 0 #判断大boss是否发射子弹
q = 0
def main():
#主函数执行
#获取事件,比如按键等
bb = False
move_x = 0
move_y = 0
pygame.init()
screen = pygame.display.set_mode(( 480 , 852 ), 0 , 32 )
# 210,400
background = pygame.image.load( "./feiji/background.png" )
pygame.display.set_caption( "飞机大战" )
atlas = pygame.image.load( "./feiji/New Atlas.png" )
#创建玩家飞机
hero = Hero(screen)
#创建敌机群
enemis = EnemyPlanes(screen)
enemis.add_enemy( 5 )
#创建boss对象
boss = Boss(screen)
#创建炸弹对象
bomb = bomb_bullet(screen)
#创建补给对象
supply0 = supply(screen)
clear = clear_bullet(screen)
left_key, right_key, up_key, down_key, done = 0 , 0 , 0 , 0 , 0
# mark = 0#用来判断boss发射子弹
while True :
if done:
if done % 8 = = 0 :
done = 1
hero.fire()
else :
done + = 1
for event in pygame.event.get():
#判断是否是点击了退出按钮
if event. type = = QUIT:
print ( "exit" )
exit()
#判断是否是按下了键
if event. type = = KEYDOWN :
#down
#检测按键是否是a或者left
if event.key = = K_a or event.key = = K_LEFT:
#print('left')
move_x = - 5
left_key + = 1
#检测按键是否是d或者right
elif event.key = = K_d or event.key = = K_RIGHT:
#print('right')
move_x = 5
right_key + = 1
elif event.key = = K_w or event.key = = K_UP:
move_y = - 5
up_key + = 1
elif event.key = = K_s or event.key = = K_DOWN:
move_y = 5
down_key + = 1
#检测按键是否是空格键
elif event.key = = K_SPACE:
#print('space')
hero.fire()
done = 1
#enemis.fire()
elif event.key = = K_b:
print ( 'b' )
hero.bomb()
if event. type = = KEYUP:
if event.key = = K_a or event.key = = K_LEFT:
left_key - = 1
if right_key = = 0 :
move_x = 0
else :
move_x = 5
if event.key = = K_d or event.key = = K_RIGHT:
right_key - = 1
if left_key = = 0 :
move_x = 0
else :
move_x = - 5
if event.key = = K_w or event.key = = K_UP:
up_key - = 1
if down_key = = 0 :
move_y = 0
else :
move_y = 5
if event.key = = K_s or event.key = = K_DOWN:
down_key - = 1
if up_key = = 0 :
move_y = 0
else :
move_y = - 5
if event.key = = K_SPACE:
done = 0
screen.blit(background, ( 0 , 0 ))
hero.move(move_x, move_y)
hero.display()
hero.judge()
enemis.display(hero)
enemis.move()
enemis.fire()
bomb.display()
bomb.judge(hero)
bomb.move()
supply0.display()
supply0.judge(hero)
supply0.move()
#clear.display()
#clear.judge(hero, enemis)
#clear.move()
for i in range (enemis.num):
judge1(hero, enemis.enemy_list[i])
#enemis.enemy_list[i].judge(hero)
clear_enemy(enemis)
judge_num(enemis)
show_text(screen)
if goal > = 15 :
boss.display(hero)
boss.move()
# mark+=1
# if mark==8:
boss.fire()
# mark = 0
#boss.judge
judge3(hero, boss)
pygame.display.update()
if __name__ = = "__main__" :
main()
|
方法是利用面向对象的思想,写了基本的敌机类、英雄类、武器类等,利用继承关系产生多架敌机。
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服务器之家。
原文链接:https://blog.csdn.net/wangbowj123/article/details/77895084