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:

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()

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