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()
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。
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RTX 5090要首发 性能要翻倍!三星展示GDDR7显存
三星在GTC上展示了专为下一代游戏GPU设计的GDDR7内存。
首次推出的GDDR7内存模块密度为16GB,每个模块容量为2GB。其速度预设为32 Gbps(PAM3),但也可以降至28 Gbps,以提高产量和初始阶段的整体性能和成本效益。
据三星表示,GDDR7内存的能效将提高20%,同时工作电压仅为1.1V,低于标准的1.2V。通过采用更新的封装材料和优化的电路设计,使得在高速运行时的发热量降低,GDDR7的热阻比GDDR6降低了70%。
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