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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