pygame实现飞机大战


Posted in Python onMarch 11, 2020

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:

pygame实现飞机大战

pygame实现飞机大战

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()

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三水点靠木。

Python 相关文章推荐
Python实现脚本锁功能(同时只能执行一个脚本)
May 10 Python
python:pandas合并csv文件的方法(图书数据集成)
Apr 12 Python
python无限生成不重复(字母,数字,字符)组合的方法
Dec 04 Python
Python面向对象之类和对象属性的增删改查操作示例
Dec 14 Python
python使用matplotlib画柱状图、散点图
Mar 18 Python
python+logging+yaml实现日志分割
Jul 22 Python
python3 反射的四种基本方法解析
Aug 26 Python
keras中的History对象用法
Jun 19 Python
详解torch.Tensor的4种乘法
Sep 03 Python
Ubuntu权限不足无法创建文件夹解决方案
Nov 14 Python
Python 多进程、多线程效率对比
Nov 19 Python
浅谈Python基础之列表那些事儿
May 11 Python
Django框架models使用group by详解
Mar 11 #Python
python检查目录文件权限并修改目录文件权限的操作
Mar 11 #Python
python 链接sqlserver 写接口实例
Mar 11 #Python
浅谈Python中range与Numpy中arange的比较
Mar 11 #Python
python读取当前目录下的CSV文件数据
Mar 11 #Python
python闭包、深浅拷贝、垃圾回收、with语句知识点汇总
Mar 11 #Python
在Python中用GDAL实现矢量对栅格的切割实例
Mar 11 #Python
You might like
php开启与关闭错误提示适用于没有修改php.ini的权限
2014/10/16 PHP
php实现的树形结构数据存取类实例
2014/11/29 PHP
基于jQuery的消息提示插件 DivAlert之旅(二)
2010/04/01 Javascript
JavaScript为对象原型prototype添加属性的两种方式
2010/08/01 Javascript
自己动手开发jQuery插件教程
2011/08/25 Javascript
jQuery控制图片的hover效果(smartRollover.js)
2012/03/18 Javascript
jQuery jcrop插件截图使用方法
2013/11/20 Javascript
动态添加option及createElement使用示例
2014/01/26 Javascript
Javascript加载速度慢的解决方案
2014/03/11 Javascript
简单的js计算器实现
2016/10/26 Javascript
vue2.0 自定义日期时间过滤器
2017/06/07 Javascript
js CSS3实现卡牌旋转切换效果
2017/07/04 Javascript
AngularJs 禁止模板缓存的方法
2017/11/28 Javascript
使用async-validator编写Form组件的方法
2018/01/10 Javascript
JS简单获取并修改input文本框内容的方法示例
2018/04/08 Javascript
官方推荐react-navigation的具体使用详解
2018/05/08 Javascript
JavaScript前端页面搜索功能案例【基于jQuery】
2019/07/10 jQuery
layer更改皮肤的实现方法
2019/09/11 Javascript
vant中的toast轻提示实现代码
2020/11/04 Javascript
js删除对象中的某一个字段的方法实现
2021/01/11 Javascript
Python运行报错UnicodeDecodeError的解决方法
2016/06/07 Python
Python使用微信SDK实现的微信支付功能示例
2017/06/30 Python
python 时间信息“2018-02-04 18:23:35“ 解析成字典形式的结果代码详解
2018/04/19 Python
python3解析库pyquery的深入讲解
2018/06/26 Python
python 运用Django 开发后台接口的实例
2018/12/11 Python
python实现集中式的病毒扫描功能详解
2019/07/09 Python
在python image 中实现安装中文字体
2020/05/16 Python
CSS3+DIV实现漂亮的动画彩色标签
2016/06/16 HTML / CSS
CSS3 实现的加载动画
2020/12/07 HTML / CSS
正宗的澳大利亚Ugg靴子零售商:UGG Express
2020/04/19 全球购物
加拿大大码女装购物网站:Penningtons
2020/12/26 全球购物
二年级数学教学反思
2014/01/21 职场文书
2015年物业管理工作总结
2015/04/23 职场文书
关于企业的执行力标语大全
2020/01/06 职场文书
python自然语言处理之字典树知识总结
2021/04/25 Python
PYTHON基于Pyecharts绘制常见的直角坐标系图表
2022/04/28 Python