前言:
本章将实现:
- 血量补给、子弹补给的实现。
- 血量补给、子弹补给的回收。
- 代码优化。
注:未改动的类,本节中未贴出来,请见上一节。
编程代码:
模块导入:
import pygame
import time
import random
from pygame.locals import *
全局变量:
#全局变量
#窗口
window_screen = None
#hero
hero = None
#得分
hit_score = 75
#关于飞机
##飞机HP
HP_list = [1, 10, 45, 10]
#飞机大小
plane_size = [{"width":51, "height":39}, {"width":69, "height":89}, {"width":165, "height":246}, {"width":100, "height":124}]
#各种飞机爆炸效果换图片时间
plane_bomb_time = [5, 10, 18, 8]
#血量补给
blood_supply = None
#子弹补给
bullet_supply = None
#关于子弹
#敌机子弹类型
bullet_type = ["bullet1.png", "bullet-1.gif", "bullet2.png", "bullet.png"]
#子弹伤害值
bullet_damage_value = [1, 1, 2, 1]
#补给
supply_image = ["bomb-1.gif", "bomb-2.gif"]
#补给的大小
supply_size = [{"width":58, "height":88}, {"width":60, "height":103}]
#敌机引用列表
enemy0_list = []#小飞机
enemy0_maximum = 6
enemy1_list = []#boss1
enemy1_maximum = 1
enemy2_list = []#boss2
enemy2_maximum = 1
1 - BasePlane类:
self.fire_bullet_count记录敌机已发射并未越界的子弹数,用来限制敌机发射子弹数。
class BasePlane(Base):
"""docstring for BasePlane"""
def __init__(self, plane_type, screen_temp, x, y, image_name, picture_num, HP_temp):
Base.__init__(self, screen_temp, x, y, image_name)
self.bullet_list = [] #存储发射出去的子弹的引用
self.plane_type = plane_type #飞机类型标示, 3是hero
#爆炸效果用的如下属性
self.hitted = False #表示是否要爆炸
self.bomb_picture_list = [] #用来存储爆炸时需要的图片
self.bomb_picture_num = picture_num #飞机爆炸效果的图片数量
self.picture_count = 0#用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片
self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号
self.HP = HP_temp
self.fire_bullet_count = 0
def display(self):
"""显示玩家的飞机"""
global hit_score
global HP_list
global plane_bomb_time
#如果被击中,就显示爆炸效果,否则显示普通的飞机效果
if self.hitted == True and self.image_index < self.bomb_picture_num and self.HP <= 0:
if self.plane_type != 3 and self.image_index == 0 and self.picture_count == 0:
hit_score += HP_list[self.plane_type]#得分加上被击毁飞机的HP
self.screen.blit(self.bomb_picture_list[self.image_index], (self.x, self.y))
self.picture_count += 1
if self.picture_count == plane_bomb_time[self.plane_type]: #根据飞机类型不同,爆炸效果持续的时间不同
self.picture_count = 0
self.image_index += 1
elif self.image_index < self.bomb_picture_num:
self.screen.blit(self.image, (self.x, self.y)) #显示原图
if self.hitted == True and not self.bullet_list and self.image_index >= self.bomb_picture_num:
del_plane(self) #删除被击中敌机的对象
#敌机飞出window后删除
if self.y > 860:
del_plane(self)
bullet_list_out = []#越界子弹
for bullet in self.bullet_list:
bullet.display()
bullet.move()
if bullet.judge(): #判断子弹是否越界
bullet_list_out.append(bullet)
#删除越界子弹
for bullet in bullet_list_out:
self.bullet_list.remove(bullet)
#创建出爆炸效果的图片的引用
def crate_images(self, bomb_picture_name):
for i in range(1, self.bomb_picture_num + 1):
self.bomb_picture_list.append(pygame.image.load("./feiji/" + bomb_picture_name + str(i) + ".png"))
#判断是否被击中
def isHitted(self, plane, width, height):# widht和height表示范围
if plane.bullet_list and self.HP:
for bullet in plane.bullet_list:
if bullet.x > self.x+0.05*width and bullet.x < self.x+0.95*width and bullet.y+0.1*height > self.y and bullet.y < self.y + 0.8*height:
self.HP -= bullet.damage_value#hero的HP减去子弹的伤害值
if self.plane_type == 3:
show_score_HP()
plane.bullet_list.remove(bullet) #删除击中的子弹
self.hitted = True
#飞机开火
def fire(self, bullet_maximun):
if self.HP:
random_num = random.randint(1, 60)
if (random_num == 10 or random_num == 45) and len(self.bullet_list) < bullet_maximun:
self.bullet_list.append(EnemyBullet(self.screen, self.x, self.y, self))
self.fire_bullet_count += 1
2 - HeroPlane类:
supply_hitted() 方法判断是否吃到补给。
class HeroPlane(BasePlane):
global supply_size
def __init__(self, screen_temp):
BasePlane.__init__(self, 3, screen_temp, 210, 700, "./feiji/hero1.png", 4, HP_list[3]) #super().__init__()
BasePlane.crate_images(self, "hero_blowup_n")
self.key_down_list = [] #用来存储键盘左右移动键
self.is_three_bullet = False
def move_left(self):
self.x -= 7
def move_right(self):
self.x += 7
#控制飞机左右移动范围
def move_limit(self):
if self.x < 0:
self.x = -2
elif self.x + 100 > 480:
self.x = 380
def fire(self):
if len(self.bullet_list) < 5:
self.bullet_list.append(Bullet(self.screen, self.x, self.y, self))
#键盘按下向列表添加左右按键
def key_down(self, key):
self.key_down_list.append(key)
#键盘松开向列表删除左右按键
def key_up(self, key):
if len(self.key_down_list) != 0: #判断是否为空
self.key_down_list.pop(0)
#当一直按下键盘时调用移动函数
def press_move(self):
if len(self.key_down_list) != 0:
if self.key_down_list[0] == K_LEFT:
self.move_left()
elif self.key_down_list[0] == K_RIGHT:
self.move_right()
def bomb(self):
self.hitted = True
self.HP = 0
#是否吃到补给
def supply_hitted(self, supply_temp, width, height):# widht和height表示范围
if supply_temp and self.HP:
#更加精确的判断是否吃到补给
supply_temp_left_x = supply_temp.x + supply_size[supply_temp.supply_type]["width"]*0.15
supply_temp_right_x = supply_temp.x + supply_size[supply_temp.supply_type]["width"]*0.85
supply_temp_top_y = supply_temp.y + supply_size[supply_temp.supply_type]["height"]*0.4
supply_temp_bottom_y = supply_temp.y + supply_size[supply_temp.supply_type]["height"]*0.9
#测试
# print("="*50)
# print("supply_temp_left_x=%f"%supply_temp_left_x)
# print("supply_temp_right_x=%f"%supply_temp_right_x)
# print("supply_temp_top_y=%f"%supply_temp_top_y)
# print("supply_temp_bottom_y=%f"%supply_temp_bottom_y)
# print("1=%f"%(self.x+0.05*width))
# print("2=%f"%(self.x+0.95*width))
# print("3=%f"%(self.y+0.1*height))
# print("4=%f"%(self.y+0.9*height))
# print("="*50)
if supply_temp_left_x > self.x+0.05*width and supply_temp_right_x <self.x+0.95*width and supply_temp_top_y < self.y+0.95*height and supply_temp_bottom_y > self.y+0.1*height:
self.HP -= supply_temp.supply_HP
if self.HP > 15:
self.HP = 15
show_score_HP()
del_supply(supply_temp)
3 - enemy0、enemy1、enemy2的优化:
BasePlane.fire(self, 2)中的2表示最多只能发射未越界子弹2发。
class Enemy0Plane(BasePlane):
"""敌机的类"""
def __init__(self, screen_temp):
random_num_x = random.randint(0, 430)
random_num_y = random.randint(-50, -40)
BasePlane.__init__(self, 0, screen_temp, random_num_x, random_num_y, "./feiji/enemy0.png", 4, HP_list[0])
BasePlane.crate_images(self, "enemy0_down")
BasePlane.fire(self, 2)
def move(self):
self.y += 4
class Enemy1Plane(BasePlane):
"""敌机的类"""
def __init__(self, screen_temp):
BasePlane.__init__(self, 1, screen_temp, 205, -90, "./feiji/enemy1.png", 4, HP_list[1])
BasePlane.crate_images(self, "enemy1_down")
self.direction = "right" #用来存储飞机默认显示方向
self.num_y = random.randint(20, 150)
def move(self):
if self.direction == "right":
self.x += 4
elif self.direction == "left":
self.x -= 4
# 方向判断
if self.x+70 > 480:
self.direction ="left"
elif self.x < 0:
self.direction = "right"
if self.y < self.num_y:
self.y += 3
elif self.fire_bullet_count > 15:
self.y += 3
class Enemy2Plane(BasePlane):
"""敌机的类"""
def __init__(self, screen_temp):
BasePlane.__init__(self, 2, screen_temp, 158, -246, "./feiji/enemy2.png", 5, HP_list[2])
BasePlane.crate_images(self, "enemy2_down")
self.direction = "right" #用来存储飞机默认显示方向
def move(self):
if self.direction == "right":
self.x += 5
elif self.direction == "left":
self.x -= 5
# 方向判断
if self.x+165 > 480:
self.direction ="left"
elif self.x < 0:
self.direction = "right"
if self.y < 0:
self.y += 4
elif self.fire_bullet_count > 25:
self.y += 3
4 - supply_2_hero类:
补给品的实现。
class supply_2_hero(BaseBullet):
def __init__(self, screen_temp, x, y, type, speed_temp, s_HP, suppl_type_temp):
BaseBullet.__init__(self, screen_temp, x, y, "./feiji/"+supply_image[type], None)
self.speed = speed_temp
self.supply_HP = s_HP
self.supply_type = suppl_type_temp
def move(self):
self.y += self.speed
def judge(self):
if self.y > 852:
return True
else:
return False
函数:
5 - 回收敌机的优化、回收补给品、重生、打印得分血量、播放背景音乐:
def del_plane(plane):
"""回收被击中的敌机的对象"""
global hero
global hit_score
global enemy0_list
global enemy1_list
global enemy2_list
if plane in enemy0_list: #回收对象为enemy0
enemy0_list.remove(plane)
elif plane in enemy1_list:
enemy1_list.remove(plane)
elif plane in enemy2_list:
enemy2_list.remove(plane)
elif plane == hero:
hit_score = 0
show_score_HP()
hero = None
def del_supply(s_or_b):
"""回收补给"""
global blood_supply
global bullet_supply
if s_or_b == blood_supply:
blood_supply = None
elif s_or_b == bullet_supply:
bullet_supply = None
def reborn():
"""Hero重生"""
global hero
global window_screen
hero = HeroPlane(window_screen)
show_score_HP()
def show_score_HP():
global hero
global hit_score
print("-"*60)
print("\t\t\tscore: %d"%hit_score)
print("\t\t\t HP: %d"%hero.HP)
pygame.mixer.init()
def music_load():
pygame.mixer.music.load("./music/PlaneWarsBackgroundMusic.mp3")
pygame.mixer.music.play(-1)
6 - key_control() 和 main()函数:
key_control()主要实现重生、优化。main()主要实现优化。
def key_control():
global hero
#获取事件,比如按键等
for event in pygame.event.get():
#判断是否是点击了退出按钮
if event.type == QUIT:
print("exit")
exit()
#判断是否是按下了键
elif event.type == KEYDOWN:
#检测按键是否是left
if hero:
if event.key == K_LEFT:
hero.key_down(K_LEFT)
#检测按键是否是right
elif event.key == K_RIGHT:
hero.key_down(K_RIGHT)
#检测按键是否是空格键
elif event.key == K_SPACE and hero.HP:
hero.fire()
elif event.key == K_b:#自爆
print("--------自爆-------")
hero.bomb()
if event.key == K_r:
print("--------重生-------")
reborn()
#判断是否是松开了键
elif event.type == KEYUP and hero:
#检测松键是否是left
if event.key == K_LEFT:
hero.key_up(K_LEFT)
#检测按键是否是right
elif event.key == K_RIGHT:
hero.key_up(K_RIGHT)
def main():
global window_screen
global hero
global hit_score
global HP_list
global blood_supply
global enemy0_list
global enemy0_maximum
global enemy1_list
global enemy1_maximum
global enemy2_list
global enemy2_maximum
hit_score_temp = hit_score
#1. 创建窗口
window_screen = pygame.display.set_mode((480,852),0,32)
#2. 创建一个背景图片
background = pygame.image.load("./feiji/background.png")
#3. 创建一个飞机对象
reborn()
#4. 导入背景音乐
music_load()
while True:
if hit_score > hit_score_temp and hero:
hit_score_temp = hit_score
show_score_HP()
elif hit_score < hit_score_temp:
hit_score_temp = 0
#创建敌机
random_num = random.randint(1, 70)
random_appear_boss1 = random.randint(19, 26)
random_appear_boss2 = random.randint(80, 100)
if (random_num == 29 or random == 50) and len(enemy0_list) < enemy0_maximum:
enemy0_list.append(Enemy0Plane(window_screen))
if (hit_score >= random_appear_boss1 and (hit_score%random_appear_boss1) == 0) and len(enemy1_list) < enemy1_maximum:
enemy1_list.append(Enemy1Plane(window_screen))
if (hit_score >= random_appear_boss2 and (hit_score%random_appear_boss2) == 0) and len(enemy2_list) < enemy2_maximum:
enemy2_list.append(Enemy2Plane(window_screen))
#血量补给
if not blood_supply:
random_supply = random.randint(1, 1500)
if (random_supply%241) == 0:
random_x = random.randint(0, 480-58)
random_y = random.randint(-105, -95)
blood_supply = supply_2_hero(window_screen, random_x, random_y, 0, 3, -3, 0)# 0-补给类型, 3-速度, -3-补给血量值(用的是减法), 0-补给类型
window_screen.blit(background, (0,0))
#hero
if hero:
hero.display() #hero展示
if hero:
hero.press_move()
hero.move_limit() #hero移动范围判断
#blood_supply
if blood_supply:
blood_supply.display()
blood_supply.move()
if blood_supply.judge():
del_supply(blood_supply)
if hero and blood_supply:
hero.supply_hitted(blood_supply, plane_size[hero.plane_type]["width"], plane_size[hero.plane_type]["height"])
#enemy0
if enemy0_list:
for enemy0 in enemy0_list:
enemy0.display() #enemy展示
enemy0.move() #控制敌机的移动
enemy0.fire(2) #敌机开火
if hero:
hero.isHitted(enemy0, plane_size[hero.plane_type]["width"], plane_size[hero.plane_type]["height"]) #是否击中hero
enemy0.isHitted(hero, plane_size[enemy0.plane_type]["height"], plane_size[enemy0.plane_type]["height"]) #是否击中enemy
#enemy1
if enemy1_list:
for enemy1 in enemy1_list:
enemy1.display() #enemy展示
enemy1.move() #控制敌机的移动
enemy1.fire(4) #敌机开火
if hero:
hero.isHitted(enemy1, plane_size[hero.plane_type]["width"], plane_size[hero.plane_type]["height"]) #是否击中hero
enemy1.isHitted(hero, plane_size[enemy1.plane_type]["height"], plane_size[enemy1.plane_type]["height"]) #是否击中enemy
#enemy2
if enemy2_list:
for enemy2 in enemy2_list:
enemy2.display() #enemy展示
enemy2.move() #控制敌机的移动
enemy2.fire(6) #敌机开火
if hero:
hero.isHitted(enemy2, plane_size[hero.plane_type]["width"], plane_size[hero.plane_type]["height"]) #是否击中hero
enemy2.isHitted(hero, plane_size[enemy2.plane_type]["height"], plane_size[enemy2.plane_type]["height"]) #是否击中enemy
pygame.display.update()
key_control()
time.sleep(0.0008)
if __name__ == "__main__":
main()
效果截图:
本章结束:
至此,《飞机大战》游戏可以说2.0已经完结,将不再更新《飞机大战》的功能扩展,3.0版见GitHub源码。
《飞机大战》3.0版还实现了:
- 右侧操作说明
- 得分和HP展示
- Boss血量展示
- 重新开始和退出游戏
- 游戏暂停的实现
- …