python pygame模块编写飞机大战
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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