python pygame模块编写飞机大战

2019/7/14 23:59:01

本文主要是介绍python pygame模块编写飞机大战,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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