下面的Sprite类继承自海龟模块的Turtle类,所以本程序属于海龟画图,以下是代码:
星空飞碟大战_python精灵模块例子
"""
星空飞碟大战.py
本程序需要sprites模块支持,它是继承自Turtle模块的。
安装方法: pip install sprites
由于配音的需要, 本程序需要pygame的混音器支持,安装方法为在命令提示符里输入:pip install pygame --user
"""
from sprites import *
import pygame.mixer
def star_move():
"""动态星空背景函数"""
for star in stars:
star.move(0,-20)
if star.ycor() < -height//2:
star.ht()
x = random.randint(-width//2,width//2)
y = random.randint(10+height//2,height*2)
star.goto(x,y)
star.st()
def spawn_enemy():
"""不定时产生敌机函数"""
if random.randint(1,10)==1 and len(screen._turtles)<30:
x = random.randint(-200,200)
y = random.randint(100,300)
enemy = Sprite(shape='res/ufo.png',visible=False,pos=(x,y))
enemy._rotatemode = 1
enemy.tag = 'enemy'
enemy.scale(0.5)
enemy.setheading(random.randint(1,360))
enemy.show()
def enemymove():
"""ufo移动"""
for e in enemys:
e.fd(3)
# 设定一定的机率让ufo朝向player
if random.randint(10,100) == 10 and \
abs(e.xcor())<200:
e.heading(player)
def bulletmove():
"""子弹的移动"""
for b in bullets:
b.move(0,10)
if b.collide_edge():b.remove()
def player_shoot():
"""玩家射击函数"""
if player.alive == False : return
if m1.down and framecounter % 5 == 0 :
b = Sprite(shape='circle',visible=False)
b.scale(0.5)
b.color('yellow')
b.tag = 'bullet' # 设定标签(用于分组)
b.goto(player.pos()) # 移到player坐标
b.show() # 显示子弹
shoot.play() # 播放射击声
# 播放背景音乐与生成声效对象
pygame.mixer.init()
pygame.mixer.music.load('audio/FrozenJam.ogg')
pygame.mixer.music.play(-1,0)
explosion = pygame.mixer.Sound('audio/expl3.wav')
shoot = pygame.mixer.Sound('audio/pew.wav')
width,height = 480,640
screen = Screen() # 新建屏幕
screen.tracer(0,0) # 关闭自动刷新和设置绘画延时为0毫秒
screen.bgcolor('black') # 屏幕背景色为黑
screen.setup(width,height)
screen.title("星空飞碟大战by李兴球")
screen.addshape('res/fighter.png')
screen.addshape('res/ufo.png')
frames = ['res/explosion0.png','res/explosion1.png']
[screen.addshape(frame) for frame in frames]
# 星星,用来做向下滚动背景,星星的移动也可以通过移动图章实现
# 这样可以有更多的星星。如果用克隆的话有数量限制,根据计算机配置不同而不同。
star = Turtle(shape='circle')
star.color('white')
star.shapesize(0.1,0.1)
stars = [star]
stars.extend([star.clone() for _ in range(20)])
for star in stars:
x = random.randint(-width//2,width//2)
y = random.randint(10+height//2,height*2)
star.goto(x,y)
# 玩家
player = Sprite(shape='res/fighter.png',pos=(0,-200))
player.scale(0.65)
player.alive = True # 表示player是活的
m1 = Mouse() # 鼠标左键检测实例
clock = Clock() # 实钟对象,用来控制fps
framecounter = 0
counter = 0 # 统计击中的ufo数量
while 1:
framecounter += 1 # 帧计数器
spawn_enemy() # 不定时产生敌机UFO
player_shoot() # 单击鼠标左键,射击子弹
bullets = [b for b in screen.turtles() if b.tag=='bullet'] # 子弹组
enemys = [e for e in screen.turtles() if e.tag=='enemy'] # 敌机组
enemymove()
# 如果用了屏幕的tracer(0,0)命令的话,移动之后立即更新重画,
# 否则bbox没有得到实时的信息返回不正确的结果,导致碰撞检测不正确,从而不会反弹(会粘滞在边缘)
screen.update()
for e in enemys: # 对每架敌机进行碰撞检测
if e.collide(player):
explode(e.position(),frames)
e.remove()
explode(player.pos(),frames)
player.remove()
player.alive = False
explosion.play() # 爆炸声
break
# 敌机是否碰到任意一颗子弹
for b in bullets:
if e.collide(b): # 如果ufo碰到子弹
explode(e.position(),frames)
e.remove()
b.remove()
explosion.play() # 爆炸声
counter +=1 # 进行统计
break
e.bounce_on_edge()
bulletmove() # 子弹的移动
player.goto(mousepos()) # 移到鼠标的坐标
star_move() # 滚动背景
screen.title('星空飞碟大战,当前击毙:' + str(counter) + " 架UFO")
clock.tick(60)