一些说明,写在前面
相信很多初学Python的同学应该都接触过这个案例,我的主要代码也是看课程学习的,随后自己做了一些添加,目前还是v1.0版本,有不足的地方,属于我还学的不够好,欢迎批评指正!
内容同步更新在我的GitHub上
程序代码
主程序
import pygame
from plane_sprites import *
class PlaneGame(object):
"""Plane War v1.0"""
def __init__(self):
print("Initializing...")
self.screen = pygame.display.set_mode(SCREEN_RECT.size)
self.clock = pygame.time.Clock()
self.__create_sprites()
# 设置定时器事件
pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)
pygame.time.set_timer(HERO_FIRE_EVENT, 500)
def __create_sprites(self):
# 创建背景精灵和精灵组
bg1 = Backgroud()
bg2 = Backgroud(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("start game")
while True:
# 1.设置刷新帧率
self.clock.tick(FRAME_PER_SEC)
# 2.事件监听
self.__event_handler()
# 3.碰撞检测
self.__check_collide()
# 4.更新/绘制精灵组
self.__update_sprites()
# 5.更新显示
pygame.display.update()
# 捕获事件
def __event_handler(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)
for enemy in self.enemy_group.sprites():
enemy.fire()
elif event.type == HERO_FIRE_EVENT:
self.hero.fire()
# 方向控制
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.hero.speed_x = 5
elif key_pressed[pygame.K_LEFT]:
self.hero.speed_x = -5
elif key_pressed[pygame.K_UP]:
self.hero.speed_y = -5
elif key_pressed[pygame.K_DOWN]:
self.hero.speed_y = 5
else:
self.hero.speed_x = 0
self.hero.speed_y = 0
def __check_collide(self):
pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
for enemy in self.enemy_group.sprites():
bullets = pygame.sprite.groupcollide(self.hero_group, enemy.bullets, True, True)
if len(bullets) > 0:
self.hero.kill()
PlaneGame.__game_over()
enemies = pygame.sprite.groupcollide(self.hero_group, self.enemy_group, True, 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)
for enemy in self.enemy_group.sprites():
enemy.bullets.update()
enemy.bullets.draw(self.screen)
@staticmethod
def __game_over():
print("game over!!!")
pygame.quit()
exit()
if __name__ == '__main__':
# 创建游戏对象
game = PlaneGame()
# 启动游戏
game.start_game()
游戏精灵配置
import pygame
import random
# 屏幕大小常量
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 屏幕刷新帧率
FRAME_PER_SEC = 60
# 创建敌机的定时器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 发射子弹定时器常量
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):
# 调用父类的初始化
super().__init__()
self.image = pygame.image.load(image_name)
self.rect = self.image.get_rect()
self.speed = speed
def update(self, *args): # 重写父类的update方法
# 在y方向运动
self.rect.y += self.speed
class Backgroud(GameSprite):
"""游戏背景精灵"""
def __init__(self, is_alt=False):
super().__init__("./images/background.png")
if is_alt:
self.rect.y = -self.rect.height
def update(self, *args):
super().update()
if self.rect.y >= SCREEN_RECT.height:
self.rect.y = -self.rect.height
class Enemy(GameSprite):
"""敌机精灵"""
def __init__(self):
super().__init__("./images/enemy1.png")
self.speed = random.randint(1, 3)
self.rect.bottom = 0
max_x = SCREEN_RECT.width - self.rect.width
self.rect.x = random.randint(0, max_x)
self.bullets = pygame.sprite.Group()
def update(self, *args):
super().update()
if self.rect.y >= SCREEN_RECT.height:
self.kill()
def fire(self):
bullet = EnemyBullet(self.speed + 2)
bullet.rect.y = self.rect.bottom
bullet.rect.centerx = self.rect.centerx
self.bullets.add(bullet)
# def test(self):
# print("111")
class Hero(GameSprite):
"""英雄精灵"""
def __init__(self, speed_x=1, speed_y=0):
super().__init__("./images/me1.png", 0)
# 英雄初始位置设置
self.rect.centerx = SCREEN_RECT.centerx
self.rect.bottom = SCREEN_RECT.bottom - 120
self.speed_x = speed_x
self.speed_y = speed_y
# 创建子弹精灵组
self.bullets = pygame.sprite.Group()
def update(self, *args):
self.rect.x += self.speed_x
if self.rect.x < - self.rect.width / 2:
self.rect.x = - self.rect.width / 2
elif self.rect.right > SCREEN_RECT.right + self.rect.width / 2:
self.rect.right = SCREEN_RECT.right + self.rect.width / 2
self.rect.y += self.speed_y
if self.rect.y < 0:
self.rect.y = 0
elif self.rect.bottom > SCREEN_RECT.bottom:
self.rect.bottom = SCREEN_RECT.bottom
def fire(self):
# 创建子弹精灵
bullet1 = Bullet()
bullet2 = Bullet()
bullet3 = Bullet()
# 设置精灵位置
bullet1.rect.bottom = self.rect.y - 20
bullet1.rect.centerx = self.rect.centerx
bullet2.rect.bottom = self.rect.y - 20
bullet2.rect.centerx = self.rect.centerx - self.rect.width / 3
bullet3.rect.bottom = self.rect.y - 20
bullet3.rect.centerx = self.rect.centerx + self.rect.width / 3
# 将精灵添加到精灵组
self.bullets.add(bullet1, bullet2, bullet3)
class Bullet(GameSprite):
"""子弹精灵"""
def __init__(self):
super().__init__("./images/bullet2.png", -6)
def update(self, *args):
super().update()
if self.rect.bottom < 0:
self.kill()
class EnemyBullet(GameSprite):
"""敌机子弹精灵"""
def __init__(self, speed):
super().__init__("./images/bullet1.png")
self.speed = speed
def update(self, *args):
super().update()
if self.rect.bottom > SCREEN_RECT.bottom:
self.kill()
下载链接
需要素材的可以点击右侧连接下载源码以及素材包:源码(含素材包)
未经授权,禁止转发