python实现飞机大战游戏

2019/7/14 23:17:54

本文主要是介绍python实现飞机大战游戏,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!

飞机大战(Python)代码分为两个python文件,工具类和主类,需要安装pygame模块,能完美运行(网上好多不完整的,调试得心累。实现出来,成就感还是满满的),如图所示:

完整代码如下:

1.工具类plane_sprites.py

import random
import pygame

# 屏幕大小的常量
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新的帧率
FRAME_PER_SEC = 60
# 创建敌机的定时器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 英雄发射子弹事件
HERO_FIRE_EVENT = pygame.USEREVENT + 1

class GameSprite(pygame.sprite.Sprite):
  """飞机大战游戏精灵"""
  def __init__(self, image_name, speed=1):
    super().__init__()# 调用父类的初始化方法
    self.image = pygame.image.load(image_name)# 定义对象的属性
    self.rect = self.image.get_rect()
    self.speed = speed
  def update(self):
    # 在屏幕的垂直方向上移动
    self.rect.y += self.speed
class Background(GameSprite):
  """游戏背景精灵"""
  def __init__(self, is_alt=False):
    super().__init__("C:/Users/Administrator/Desktop/background.png")# 1. 调用父类方法实现精灵的创建(image/rect/speed)
    if is_alt:# 2. 判断是否是交替图像,如果是,需要设置初始位置
      self.rect.y = -self.rect.height
  def update(self):
    super().update()# 1. 调用父类的方法实现
    if self.rect.y >= SCREEN_RECT.height:# 2. 判断是否移出屏幕,如果移出屏幕,将图像设置到屏幕的上方
      self.rect.y = -self.rect.height
class Enemy(GameSprite):
   """敌机精灵"""
   def __init__(self):
     super().__init__("C:/Users/Administrator/Desktop/enemy1.png")# 1. 调用父类方法,创建敌机精灵,同时指定敌机图片
     self.speed = random.randint(1, 3)# 2. 指定敌机的初始随机速度 1 ~ 3
     self.rect.bottom = 0# 3. 指定敌机的初始随机位置
     max_x = SCREEN_RECT.width - self.rect.width
     self.rect.x = random.randint(0, max_x)
   def update(self):
     super().update()# 1. 调用父类方法,保持垂直方向的飞行
     # 2. 判断是否飞出屏幕,如果是,需要从精灵组删除敌机
     if self.rect.y >= SCREEN_RECT.height:
       self.kill()
       # print("飞出屏幕,需要从精灵组删除...")
       # kill方法可以将精灵从所有精灵组中移出,精灵就会被自动销毁

   def __del__(self):
       # print("敌机挂了 %s" % self.rect)
       pass
class Hero(GameSprite):
  """英雄精灵"""
  def __init__(self):
    super().__init__("C:/Users/Administrator/Desktop/me1.png", 0)
    self.rect.centerx = SCREEN_RECT.centerx
    self.rect.bottom = SCREEN_RECT.bottom - 120
    self.bullets = pygame.sprite.Group()
  def update(self):
    self.rect.x += self.speed
    if self.rect.x < 0:
      self.rect.x = 0
    elif self.rect.right > SCREEN_RECT.right:
      self.rect.right = SCREEN_RECT.right
  def fire(self):
    print("发射子弹...")
    for i in (0, 1, 2):
      bullet = Bullet()
      bullet.rect.bottom = self.rect.y - i * 20
      bullet.rect.centerx = self.rect.centerx
      self.bullets.add(bullet)
class Bullet(GameSprite):
  """子弹精灵"""
  def __init__(self):
    super().__init__("C:/Users/Administrator/Desktop/bullet1.png", -2)
  def update(self):
    super().update()
    if self.rect.bottom < 0:
      self.kill()
    def __del__(self):
      print("子弹被销毁...")

2.主类plane_main.py

import pygame
from plane_sprites import *
class PlaneGame(object):
  """飞机大战主游戏"""
  def __init__(self):
     print("游戏初始化")
     self.screen = pygame.display.set_mode(SCREEN_RECT.size)
     self.clock = pygame.time.Clock()
     self.__create_sprites()
     pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)
     pygame.time.set_timer(HERO_FIRE_EVENT, 500)
  def __create_sprites(self):
    bg1 = Background()
    bg2 = Background(True)
    self.back_group = pygame.sprite.Group(bg1, bg2)
    self.enemy_group = pygame.sprite.Group()
    self.hero = Hero()
    self.hero_group = pygame.sprite.Group(self.hero)
  def start_game(self):
    print("游戏开始...")
    while True:
      self.clock.tick(FRAME_PER_SEC)
      self.__event_handler()
      self.__check_collide()
      self.__update_sprites()
      pygame.display.update()
  def __event_handler(self):
    for event in pygame.event.get():
      if event.type == pygame.QUIT:
        PlaneGame.__game_over()
      elif event.type == CREATE_ENEMY_EVENT:
          # print("敌机出场...")
          # 创建敌机精灵
        enemy = Enemy()
        self.enemy_group.add(enemy)
      elif event.type == HERO_FIRE_EVENT:
        self.hero.fire()
          # elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
          #   print("向右移动...")
    keys_pressed = pygame.key.get_pressed()
    if keys_pressed[pygame.K_RIGHT]:
      self.hero.speed = 2
    elif keys_pressed[pygame.K_LEFT]:
      self.hero.speed = -2
    else:
      self.hero.speed = 0
  def __check_collide(self):
    for event in pygame.event.get():
      if event.type == pygame.QUIT:
        PlaneGame.__game_over()
      elif event.type == CREATE_ENEMY_EVENT:
        enemy = Enemy()
        self.enemy_group.add(enemy)
      elif event.type == HERO_FIRE_EVENT:
        self.hero.fire()
    keys_pressed = pygame.key.get_pressed()
    if keys_pressed[pygame.K_RIGHT]:
      self.hero.speed = 2
    elif keys_pressed[pygame.K_LEFT]:
      self.hero.speed = -2
    else:
      self.hero.speed = 0
  def __check_collide(self):
    pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
    enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)
    if len(enemies) > 0:
      self.hero.kill()
      PlaneGame.__game_over()
  def __update_sprites(self):
    self.back_group.update()
    self.back_group.draw(self.screen)
    self.enemy_group.update()
    self.enemy_group.draw(self.screen)
    self.hero_group.update()
    self.hero_group.draw(self.screen)
    self.hero.bullets.update()
    self.hero.bullets.draw(self.screen)
  @staticmethod
  def __game_over():
    print("游戏结束")
    pygame.quit()
    exit()
if __name__ == '__main__':
  game = PlaneGame()
  game.start_game()

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