python3实现飞机大战

2021/6/22 14:26:52

本文主要是介绍python3实现飞机大战,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!

本文实例为大家分享了python3实现飞机大战的具体代码,供大家参考,具体内容如下

以下是亲测Python飞机大战全部代码,在保证有pygame环境支持并且有Python3解释器的话完全没问题!

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运行效果如下图:

    #!/usr/bin/env python3
    # -*- coding: utf-8 -*-
    # 导入需要使用的模块
    import pygame
    from pygame.locals import *
    from sys import exit 
    import random
    
    # 设置屏幕大小的变量
    SCREEN_WIDTH = 480
    SCREEN_HEIGHT = 800
    import codecs
    # 子弹类
    class Bullet(pygame.sprite.Sprite):
     def __init__(self,bullet_img,init_pos):
      # 实现父类的初始化方法
      pygame.sprite.Sprite.__init__(self)
      self.image = bullet_img
      self.rect = self.image.get_rect()
      self.rect.midbottom = init_pos
      self.speed = 10
     def move(self):
      self.rect.top -= self.speed  
    
    # 玩家飞机类
    class Player(pygame.sprite.Sprite):
     def __init__(self,plane_img,player_rect,init_pos):
      pygame.sprite.Sprite.__init__(self)
      self.image=[]
      for i in range(len(player_rect)):
       self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha()) 
      self.rect = player_rect[0]
      self.rect.topleft = init_pos
      self.speed = 8
      self.bullets = pygame.sprite.Group() #玩家飞机发射子弹的集合
      self.img_index = 0
      self.is_hit = False 
    
     # 发射子弹
     def shoot(self,bullet_img):
      bullet = Bullet(bullet_img,self.rect.midtop)
      self.bullets.add(bullet)    # 将子弹放入玩家飞机的子弹集合
     
     # 向上移动
     def moveUp(self):
      if self.rect.top <= 0:
       self.rect.top = 0
      else:
       self.rect.top -= self.speed 
     # 向下移动
     def moveDown(self):
      if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
       self.rect.top = SCREEN_HEIGHT - self.rect.height
      else:
       self.rect.top += self.speed
     # 向左移动
     def moveLeft(self):
      if self.rect.left <= 0:
       self.rect.left = 0
      else:
       self.rect.left -= self.speed
     # 向右移动
     def moveRight(self):
      if self.rect.left >= SCREEN_WIDTH - self.rect.width:
       self.rect.left = SCREEN_WIDTH - self.rect.width
      else:
       self.rect.left += self.speed
    
    # 敌机类
    class Enemy(pygame.sprite.Sprite):
     # 飞机的图片 敌机坠毁的图片 敌机的位置
     def __init__(self,enemy_img,enemy_down_imgs,init_pos):
      pygame.sprite.Sprite.__init__(self)
      self.image = enemy_img
      self.rect = self.image.get_rect()
      self.rect.topleft = init_pos
      self.down_imgs = enemy_down_imgs
      self.speed = 2 
      self.down_index = 0
     # 移动
     def move(self):
      self.rect.top += self.speed 
    
    # 对文件的操作
    # 写入文本
    # 要写入的内容,写入方式,写入文件所在的位置
    def write_txt(contert, strim, path):
     f = codecs.open(path,strim, 'utf8')
     f.write(str(contert))
     f.close()
    
    # 读取文本
    def read_txt(path):
     with open(path,'r',encoding='utf8') as f:
      lines = f.readlines()
     return lines 
    
    
    
    
    # 初始化pygame
    pygame.init()
    # 设置游戏界面的大小,背景图片,标题
    # 界面startGame(
    screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
    # 标题
    pygame.display.set_caption('飞机大战')
    # 图标
    ic_launcher = pygame.image.load('resources/image/ic_launcher.png').convert_alpha()
    pygame.display.set_icon(ic_launcher)
    # 背景图
    background = pygame.image.load('resources/image/background.png').convert()
    # 游戏结束
    game_over = pygame.image.load('resources/image/gameover.png')
    # 飞机及子弹的图片
    plane_img = pygame.image.load('resources/image/shoot.png')
    
    def startGame():
     # 1.设置玩家飞机不同状态的图片列表,多张图片展示为动画效果
     player_rect = []
     # 玩家飞机的图片
     player_rect.append(pygame.Rect(0,99,102,126))
     player_rect.append(pygame.Rect(165,360,102,126))
     # 玩家飞机爆炸的图片
     player_rect.append(pygame.Rect(165,234,102,126))
     player_rect.append(pygame.Rect(330,634,102,126))
     player_rect.append(pygame.Rect(330,498,102,126))
     player_rect.append(pygame.Rect(432,624,102,126))
     player_pos = [200,600]
     # 生成玩家飞机类
     player = Player(plane_img,player_rect,player_pos)
     # 加入子弹的图片
     bullet_rect = pygame.Rect(69,77,10,21)
     bullet_img = plane_img.subsurface(bullet_rect)
    
     # 加入敌机图片
     enemy1_rect = pygame.Rect(534,612,57,43) #没有爆炸前的图片
     enemy1_img = plane_img.subsurface(enemy1_rect)
     enemy1_down_imgs = [] #飞机销毁后的图片
     enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,347,57,43)))
     enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873,679,57,43)))
     enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,296,57,43)))
     enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930,697,57,43)))
     # 存储敌机的集合
     enmies1 = pygame.sprite.Group()
     # 存储被击毁的敌机的集合
     enemies_down = pygame.sprite.Group()
    
    
     # 初始子弹射击频率
     shoot_frequency = 0
     # 初始化敌机生成频率
     enemy_frequency = 0
     # 玩家飞机被击中后的效果处理
     player_down_index = 16
    
     # 设置游戏的帧数
     clock = pygame.time.Clock()
     # 初始化成绩
     score = 0
     # 判断循环结束的参数
     running = True
     while running:
      for event in pygame.event.get():
       if event.type == pygame.QUIT:
        exit()
      screen.fill(0)           
      screen.blit(background,(0,0))
      clock.tick(60)
    
      # 生成子弹 判断玩家有没有被击中
      if not player.is_hit:
       if shoot_frequency % 15 == 0:
        player.shoot(bullet_img)
       shoot_frequency += 1
       if shoot_frequency >= 15:
        shoot_frequency = 0
      for bullet in player.bullets:
       bullet.move()
       if bullet.rect.bottom<0:
        player.bullets.remove(bullet)
      
      # 显示子弹
      player.bullets.draw(screen)
    
      # 生成敌机,..需要控制频率
      if enemy_frequency % 50 == 0:
       #生成随机的位置
       enemy1_pos = [random.randint(0,SCREEN_WIDTH-enemy1_rect.width),0]
       # 初始化敌机
       enemy1 = Enemy(enemy1_img,enemy1_down_imgs,enemy1_pos)
       # 存储到集合中
       enmies1.add(enemy1) 
      enemy_frequency += 1
      # 敌机生成到 100 则重新循环
      if enemy_frequency >= 100:
       enemy_frequency = 0
      # 敌机的移动
      for enemy in enmies1:
       enemy.move()
       # 敌机与玩家碰撞效果处理
       if pygame.sprite.collide_circle(enemy,player): # pygame判定是否相撞的方法
        enemies_down.add(enemy)  # 将敌机加入到坠毁的集合中
        enmies1.remove(enemy)  # 从敌机集合中移除 
        player.is_hit = True 
        break 
       # 移动出屏幕的敌机
       if enemy.rect.top < 0:
        enmies1.remove(enemy)
      # 与子弹碰撞
      enemies1_down = pygame.sprite.groupcollide(enmies1,player.bullets,1,1)
      for enemy_down in enemies1_down:
       enemies_down.add(enemy_down)
      
    
      # 绘制玩家飞机
      if not player.is_hit:
       screen.blit(player.image[player.img_index],player.rect)
       # 实现飞机动效
       player.img_index = shoot_frequency // 8
      else:
       # 玩家飞机被击毁后的动画效果
       player.img_index = player_down_index // 8 
       screen.blit(player.image[player.img_index],player.rect)
       player_down_index += 1
       if player_down_index > 47:
        running = False
      # 敌机被击中的效果
      for enemy_down in enemies_down:
       if enemy_down.down_index == 0:
        pass
       if enemy_down.down_index > 7:
        enemies_down.remove(enemy_down)
        score += 100
        continue
       # 绘制碰撞动画
       screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2],enemy_down.rect)
       enemy_down.down_index += 1
      
      # 显示敌机
      enmies1.draw(screen)
      # 绘制当前得分
      score_font = pygame.font.Font(None,36)
      score_text = score_font.render(str(score),True,(128,128,128))
      text_rect = score_text.get_rect()
      text_rect.topleft = [10,10]
      screen.blit(score_text,text_rect)
      # 获取键盘的输入
      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()
    
      pygame.display.update()
     # 绘制游戏结束画面
     screen.blit(game_over,(0,0))
     # 绘制Game Over显示最终分数
     font = pygame.font.Font(None,48)
     text = font.render("Score:"+str(score),True,(255,0,0))
     text_rect = text.get_rect()
     text_rect.centerx = screen.get_rect().centerx # x轴位置
     text_rect.centery = screen.get_rect().centery + 24 # y轴位置
     screen.blit(text,text_rect)
     # 使用字体
     xtfont = pygame.font.SysFont("jamrul",30)
     # 绘制重新开始按钮
     textstart = xtfont.render('Start',True,(255,0,0))
     text_rect = textstart.get_rect()
     text_rect.centerx = screen.get_rect().centerx # x轴位置
     text_rect.centery = screen.get_rect().centery + 120 # y轴位置
     screen.blit(textstart,text_rect)
     # 排行榜按钮
     textstart = xtfont.render('Ranking',True,(255,0,0))
     text_rect = textstart.get_rect()
     text_rect.centerx = screen.get_rect().centerx # x轴位置
     text_rect.centery = screen.get_rect().centery + 180 # y轴位置
     screen.blit(textstart,text_rect)
    
     # 判断得分更新排行榜
     # 临时变量
     j = 0
     # 读取文件
     arrayscore = read_txt(r'score.txt')[0].split('mr')
     # 循环分数列表在列表里排序
     for i in range(0,len(arrayscore)):
      if score > int(arrayscore[i]):
       # 大于排行榜上的内容 把分数和当前分数进行替换
       j = arraysco.re[i]
       arrayscore[i] = str(score)
       score = 0
      # 替换下来的分数移动一位
      if int(j) > int(arrayscore[i]):
       k = arrayscore[i]
       arrayscore[i] = str(j)
       j = k
     # 循环分数列表 写入文档
     for i in range(0,len(arrayscore)):
      # 判断列表的第一个分数
      if i == 0:
       write_txt(arrayscore[i]+'mr','w',r'score.txt')
      else:
       # 判断是否是最后一个
       if (i==9):
        # 最近添加内容最后一个分数不加 mr
        write_txt(arrayscore[i],'a',r'score.txt')
       else:
        # 不是最后一个分数,添加的时候加 mr
        write_txt(arrayscore[i]+'mr','a',r'score.txt')
    
    
    
    
    
    
    
    
    
    
    # 定义排行榜函数
    def gameRanking():
     # 绘制背景图片
     screen2 = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
     screen2.fill(0)
     screen2.blit(background,(0,0))
     # 使用系统字体
     xtfont = pygame.font.SysFont('jamrul',30)
     # 1.绘制标题
     textstart = xtfont.render('Ranking',True,(255,0,0))
     text_rect = textstart.get_rect()
     text_rect.centerx = screen.get_rect().centerx # x轴位置
     text_rect.centery = 50 # y轴位置
     screen.blit(textstart,text_rect)
     # 2.绘制重新开始按钮
     textstart = xtfont.render('Start',True,(255,0,0))
     text_rect = textstart.get_rect()
     text_rect.centerx = screen.get_rect().centerx # x轴位置
     text_rect.centery = screen.get_rect().centery + 120 # y轴位置
     screen.blit(textstart,text_rect)
     # 3.展示排行榜的数据
     arrayscore = read_txt(r'score.txt')[0].split('mr')
     for i in range(0,len(arrayscore)):
      font = pygame.font.Font(None,48)
      # 编写排名
      k = i+1
      text = font.render(str(k) + " "+arrayscore[i],True,(255,0,0))
      text_rect = text.get_rect()
      text_rect.centerx = screen2.get_rect().centerx
      text_rect.centery = 80 + 30*k
      # 绘制分数
      screen2.blit(text,text_rect)
    
    
    
    startGame()
    
    while True:
     for event in pygame.event.get():
      if event.type == pygame.QUIT:
       exit()
      # 监控鼠标的点击
      elif event.type == pygame.MOUSEBUTTONDOWN:
       # 判定重新开始范围
       if screen.get_rect().centerx - 70 <= event.pos[0]\
         and event.pos[0] <= screen.get_rect().centerx + 50\
         and screen.get_rect().centery + 100 <= event.pos[1]\
         and screen.get_rect().centery + 140 >= event.pos[1]:
        startGame()
       # 判定排行榜范围
       if screen.get_rect().centerx - 70 <= event.pos[0]\
         and event.pos[0] <= screen.get_rect().centerx + 50\
         and screen.get_rect().centery + 160 <= event.pos[1]\
         and screen.get_rect().centery + 200 >= event.pos[1]:
        gameRanking()
    pygame.display.update()

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