python pygame模块编写飞机大战
作者:Great__emperor 时间:2021-06-30 23:53:48
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。
import pygame
from pygame.locals import *
from sys import exit
import time
import random
# 创建 * 类,把 * 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
# * 是由玩家飞机发射的,所以创建列表,存储 * 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 * 动作,同时将每个 * 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 * ,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 * 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 *
if bullet_frequency % 30 == 0:
player.shoot(bulletfilename)
bullet_frequency += 1
if bullet_frequency >= 30:
bullet_frequency = 0
# 让 * 动起来
for i in player.bullets:
i.move()
screen.blit(i.bullet_image,i.bullet_rect)
# 当 * 飞出屏幕,删除 * 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 * 对象,判断 * 是否击中敌机
for j in player.bullets:
# 如果击中,分数增加,同时移除该 * 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()
来源:https://blog.csdn.net/Great__emperor/article/details/81320133
标签:python,pygame,飞机大战
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