本文实例为大家分享了python pygame模块编写飞机大战的具体代码,供大家参考,具体内容如下
该程序没有使用精灵组,而是用列表存储对象来替代精灵组的动画效果。用矩形对象的重叠来判断相撞事件。该程序可以流畅运行,注释较为详细,希望可以帮助大家。
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import pygame
from pygame. locals import *
from sys import exit
import time
import random
# 创建子弹类,把子弹的图片转化为图像对象,设定固定的移动速度
class Bullet():
def __init__( self ,bulletfilename,bulletpos):
self .bulletimg = pygame.image.load(bulletfilename)
self .bullet_rect = self .bulletimg.get_rect()
self .bullet_image = self .bulletimg.subsurface( self .bullet_rect)
self .bullet_rect.midbottom = bulletpos
self .speed = 2
def move( self ):
self .bullet_rect.top - = self .speed
# 创建玩家飞机类,用面向对象的思想来对待
class play_plane_fly():
def __init__( self ,play_image_filename,play_pos):
self .image = pygame.image.load(play_image_filename)
self .plane_rect = self .image.get_rect()
self .play_image = self .image.subsurface( self .plane_rect)
self .plane_rect.midtop = play_pos
self .speed = 2
# 子弹是由玩家飞机发射的,所以创建列表,存储子弹对象,使该列表变为该类的属性
self .bullets = []
self .is_hitted = False
# 生成函数,完成发射子弹动作,同时将每个子弹对象存在列表中
def shoot( self ,bullet_filename):
bulletobj = Bullet(bullet_filename, self .plane_rect.midtop)
self .bullets.append(bulletobj)
# 向上移动,当飞机移动到边框位置时,无法移动
def moveup( self ):
if self .plane_rect.top < = 0 :
self .plane_rect.top = 0
else :
self .plane_rect.top - = self .speed
# 向下移动,当飞机移动到边框位置时,无法移动
def movedown( self ):
if self .plane_rect.top > = 950 - self .plane_rect.height:
self .plane_rect.top = 950 - self .plane_rect.height
else :
self .plane_rect.top + = self .speed
# 向右移动,当飞机移动到边框位置时,无法移动
def moveleft( self ):
if self .plane_rect.left < = - 40 :
self .plane_rect.left = - 40
else :
self .plane_rect.left - = self .speed
# 向左移动,当飞机移动到边框位置时,无法移动
def moveright( self ):
if self .plane_rect.left > = 700 - self .plane_rect.width:
self .plane_rect.left = 700 - self .plane_rect.width
else :
self .plane_rect.left + = self .speed
# 生成敌机类,设定固定的移动速度
class Enemy():
def __init__( self ,enemyfilename,enemypos):
self .img = pygame.image.load(enemyfilename)
self .enemy_rect = self .img.get_rect()
self .enemy_image = self .img.subsurface( self .enemy_rect)
self .enemy_rect.midbottom = enemypos
self .speed = 1
def move( self ):
self .enemy_rect.bottom + = self .speed
clock = pygame.time.Clock()
def main():
# 初始化文字屏幕
pygame.font.init()
# 初始化图像屏幕
pygame.init()
# 设定游戏帧
clock.tick( 50 )
# 设定游戏屏幕大小
screen = pygame.display.set_mode(( 660 , 950 ))
# 设定游戏名称
pygame.display.set_caption( '飞机大战' )
# 加载背景图片,生成图像对象
background = pygame.image.load( 'image/background.png' ).convert()
backgroundsurface = pygame.transform.scale(background, ( 660 , 950 ))
# 加载游戏结束图片,生成图像对象
gameover = pygame.image.load( 'image/gameover.png' ).convert()
gameoversurface = pygame.transform.scale(gameover,( 660 , 950 ))
playplanefilename = 'image/myself.png'
planepos = [ 330 , 600 ]
player = play_plane_fly(playplanefilename,planepos)
bulletfilename = 'image/bullet.png'
# 按频率生成子弹,初始化数字为0
bullet_frequency = 0
enemyfilename = 'image/airplane.png'
# 按频率生成敌机,初始化数字为0
enemy_frequency = 0
enemys = []
myfont = pygame.font.SysFont( "arial" , 40 )
textImage = myfont.render( "Score " , True , ( 0 , 0 , 0 ))
# 初始化得分为0
Score = 0
# 敌机被子弹击中时的动画,将每张图片的图像对象存在列表中
enenys_down = []
enemy0_down = pygame.image.load( 'image/airplane_ember0.png' )
enemy0_down_rect = enemy0_down.get_rect()
enemydown0 = enemy0_down.subsurface(enemy0_down_rect)
enenys_down.append(enemydown0)
enemy1_down = pygame.image.load( 'image/airplane_ember1.png' )
enemy1_down_rect = enemy1_down.get_rect()
enemydown1 = enemy1_down.subsurface(enemy1_down_rect)
enenys_down.append(enemydown1)
enemy2_down = pygame.image.load( 'image/airplane_ember2.png' )
enemy2_down_rect = enemy2_down.get_rect()
enemydown2 = enemy2_down.subsurface(enemy2_down_rect)
enenys_down.append(enemydown2)
enemy3_down = pygame.image.load( 'image/airplane_ember3.png' )
enemy3_down_rect = enemy3_down.get_rect()
enemydown3 = enemy3_down.subsurface(enemy3_down_rect)
enenys_down.append(enemydown3)
while True :
# 动态显示得分
score = str (Score)
myscore = pygame.font.SysFont( "arial" , 40 )
scoreImage = myscore.render(score, True , ( 0 , 0 , 0 ))
# 判断事件,防止卡顿或者意外退出
for event in pygame.event.get():
if event. type = = pygame.QUIT:
pygame.quit()
exit()
key_pressed = pygame.key.get_pressed()
if key_pressed[K_UP] or key_pressed[K_w]:
player.moveup()
if key_pressed[K_DOWN] or key_pressed[K_s]:
player.movedown()
if key_pressed[K_LEFT] or key_pressed[K_a]:
player.moveleft()
if key_pressed[K_RIGHT] or key_pressed[K_d]:
player.moveright()
screen.blit(backgroundsurface, ( 0 , 0 ))
if not player.is_hitted:
# 按频率生成子弹
if bullet_frequency % 30 = = 0 :
player.shoot(bulletfilename)
bullet_frequency + = 1
if bullet_frequency > = 30 :
bullet_frequency = 0
# 让子弹动起来
for i in player.bullets:
i.move()
screen.blit(i.bullet_image,i.bullet_rect)
# 当子弹飞出屏幕,删除子弹对象
if i.bullet_rect.bottom < = 0 :
player.bullets.remove(i)
# 按频率生成敌机
if enemy_frequency % 100 = = 0 :
enemypos = [random.randint( 30 , 630 ), 0 ]
enemyplane = Enemy(enemyfilename, enemypos)
#将敌机对象添加到列表中
enemys.append(enemyplane)
enemy_frequency + = 1
if enemy_frequency > = 100 :
enemy_frequency = 0
# 让敌机动起来
for i in enemys:
i.move()
screen.blit(i.enemy_image,i.enemy_rect)
# 当敌机飞出屏幕,删除敌机对象
if i.enemy_rect.bottom > = 950 :
enemys.remove(i)
# 遍历子弹对象,判断子弹是否击中敌机
for j in player.bullets:
# 如果击中,分数增加,同时移除该子弹和敌机对象
if pygame.Rect.colliderect(j.bullet_rect,i.enemy_rect):
Score + = 100
enemys.remove(i)
player.bullets.remove(j)
for k in enenys_down:
screen.blit(k,i.enemy_rect)
# 遍历敌机对象,判断玩家是否和敌机相撞
if pygame.Rect.colliderect(player.plane_rect,i.enemy_rect):
# 修改is_hitted的值,跳出该层循环
player.is_hitted = True
break
screen.blit(player.play_image,player.plane_rect)
screen.blit(textImage, ( 0 , 0 ))
screen.blit(scoreImage, ( 110 , 0 ))
pygame.display.update()
# 玩家退出时显示分数和游戏结束
else :
screen.blit(gameoversurface,( 0 , 0 ))
screen.blit(textImage, ( 0 , 0 ))
screen.blit(scoreImage, ( 110 , 0 ))
pygame.display.update()
time.sleep( 2 )
break
main()
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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/Great__emperor/article/details/81320133