参考AI Sweigart的Dodger的基础游戏界面
增加了飞机的射击功能,和检测炮弹和敌人相撞.并将计分方式改为根据敌人的大小进行计分,如果大号敌人一个为10分,小号敌人一个为5分
素材在我其他上传的名为"飞机大战素材"里.
import pygame, random, sys
from pygame.locals import *
WINDOWWIDTH = 600
WINDOWHEIGHT = 600
TEXTCOLOR = (0, 0, 0)
BACKGROUNDCOLOR = (255, 255, 255)
FPS = 60
BADDIEMINSIZE = 30
BADDIEMAXSIZE = 60
BADDIEMINSPEED = 1
BADDIEMAXSPEED = 7
ADDNEWBADDIERATE = 20
PLAYERMOVERATE = 5
PAODANSIZE=10
#中止程序
def terminate():
pygame.quit()
sys.exit()
#暂停程序
def waitForPlayerToPressKey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # Pressing ESC quits.
terminate()
return
#检测玩家和敌人的碰撞
def playerHasHitBaddie(playerRect, baddies):
for b in baddies:
if playerRect.colliderect(b['rect']):
return True
return False
#检测炮弹和敌人的碰撞
def paodanHasHitBaddie(paodans, baddies,score):
for paodan in paodans[:]:
for b in baddies[:]:
if paodan['rect'].colliderect(b['rect']):
if b['rect'].width < (BADDIEMAXSIZE+BADDIEMINSIZE)/2 :
score += 5
else:
score += 10
paodans.remove(paodan)
baddies.remove(b)
return score
#将等分和其他文本绘制到屏幕上
def drawText(text, font, surface, x, y):
textobj = font.render(text, 1, TEXTCOLOR)
textrect = textobj.get_rect()
textrect.topleft = (int(x), int(y))
surface.blit(textobj, textrect)
# Set up pygame, the window, and the mouse cursor.
pygame.init()
mainClock = pygame.time.Clock()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Dodger')
pygame.mouse.set_visible(False)
# Set up the fonts.
font = pygame.font.SysFont(None, 48)
# Set up sounds.
gameOverSound = pygame.mixer.Sound('gameover.wav')
pygame.mixer.music.load('background.mid')
# Set up images.
playerImage = pygame.image.load('player.png')
playerRect = playerImage.get_rect()
baddieImage = pygame.image.load('baddie.png')
paodanImage =pygame.image.load('paodan.jpg')
def send_paodan(x,y,paodans):
newPaodan = {
'rect': pygame.Rect(x,y,PAODANSIZE, PAODANSIZE),
'speed': 10,
'surface': pygame.transform.scale(paodanImage, (PAODANSIZE, PAODANSIZE)),
}
paodans.append(newPaodan)
# Show the "Start" screen.
windowSurface.fill(BACKGROUNDCOLOR)
drawText('Dodger', font, windowSurface, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to start.', font, windowSurface, (WINDOWWIDTH / 3) - 30, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
waitForPlayerToPressKey()
topScore = 0
while True:
# Set up the start of the game.
baddies = []
paodans = []
score = 0
playerRect.topleft = (WINDOWWIDTH // 2, WINDOWHEIGHT - 50)
moveLeft = moveRight = moveUp = moveDown = False
reverseCheat = slowCheat = False
baddieAddCounter = 0
pygame.mixer.music.play(-1, 0.0)
while True: # The game loop runs while the game part is playing.
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_z:
reverseCheat = True
if event.key == K_x:
slowCheat = True
if event.key == K_LEFT or event.key == K_a:
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == K_d:
moveLeft = False
moveRight = True
if event.key == K_UP or event.key == K_w:
moveDown = False
moveUp = True
if event.key == K_DOWN or event.key == K_s:
moveUp = False
moveDown = True
if event.key ==K_SPACE:
send_paodan(playerRect.centerx,playerRect.centery,paodans)
if event.type == KEYUP:
if event.key == K_z:
reverseCheat = False
#score = 0
if event.key == K_x:
slowCheat = False
#score = 0
if event.key == K_ESCAPE:
terminate()
if event.key == K_LEFT or event.key == K_a:
moveLeft = False
if event.key == K_RIGHT or event.key == K_d:
moveRight = False
if event.key == K_UP or event.key == K_w:
moveUp = False
if event.key == K_DOWN or event.key == K_s:
moveDown = False
if event.type == MOUSEMOTION:
# If the mouse moves, move the player where to the cursor.
playerRect.centerx = event.pos[0]
playerRect.centery = event.pos[1]
# Add new baddies at the top of the screen, if needed.
if not reverseCheat and not slowCheat:
baddieAddCounter += 1
if baddieAddCounter == ADDNEWBADDIERATE:
baddieAddCounter = 0
baddieSize = random.randint(BADDIEMINSIZE, BADDIEMAXSIZE)
newBaddie = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH - baddieSize), 0 - baddieSize, baddieSize, baddieSize),
'speed': random.randint(BADDIEMINSPEED, BADDIEMAXSPEED),
'surface':pygame.transform.scale(baddieImage, (baddieSize, baddieSize)),
}
baddies.append(newBaddie)
# Move the player around.
if moveLeft and playerRect.left > 0:
playerRect.move_ip(-1 * PLAYERMOVERATE, 0)
if moveRight and playerRect.right < WINDOWWIDTH:
playerRect.move_ip(PLAYERMOVERATE, 0)
if moveUp and playerRect.top > 0:
playerRect.move_ip(0, -1 * PLAYERMOVERATE)
if moveDown and playerRect.bottom < WINDOWHEIGHT:
playerRect.move_ip(0, PLAYERMOVERATE)
# Move the baddies down.
for b in baddies:
if not reverseCheat and not slowCheat:
b['rect'].move_ip(0, b['speed'])
elif reverseCheat:
b['rect'].move_ip(0, -5)
elif slowCheat:
b['rect'].move_ip(0, 1)
# Delete baddies that have fallen past the bottom.
for b in baddies[:]:
if b['rect'].top > WINDOWHEIGHT:
baddies.remove(b)
for paodan in paodans:
if not reverseCheat and not slowCheat:
paodan['rect'].move_ip(0, -paodan['speed'])
for paodan in paodans[:]:
if paodan['rect'].bottom <=4:
paodans.remove(paodan)
score = paodanHasHitBaddie(paodans, baddies, score)
# Draw the game world on the window.
windowSurface.fill(BACKGROUNDCOLOR)
# Draw the score and top score.
drawText('Score: %s' % (score), font, windowSurface, 10, 0)
drawText('Top Score: %s' % (topScore), font, windowSurface, 10, 40)
# Draw the player's rectangle.
windowSurface.blit(playerImage, playerRect)
# Draw each baddie.
for b in baddies:
windowSurface.blit(b['surface'], b['rect'])
for paodan in paodans:
windowSurface.blit(paodan['surface'], paodan['rect'])
pygame.display.update()
# Check if any of the baddies have hit the player.
if playerHasHitBaddie(playerRect, baddies):
if score > topScore:
topScore = score # set new top score
break
mainClock.tick(FPS)
# Stop the game and show the "Game Over" screen.
pygame.mixer.music.stop()
gameOverSound.play()
drawText('GAME OVER', font, windowSurface, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to play again.', font, windowSurface, (WINDOWWIDTH / 3) - 80, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
waitForPlayerToPressKey()
gameOverSound.stop()