《零基础入门学习Python》第092讲:Pygame:飞机大战3

当敌我两机发生碰撞时,两方应该是玉石俱焚的,现在我为每一个类增加撞击时发生的惨烈画面,比如:

enemy1:

enemy2:

enemy3:

me:

我们现在就来写代码:

首先为每一个类把这些图片加进去:

#myplane.py 部分代码
import pygame

class Myplane(pygame.sprite.Sprite):
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image1 = pygame.image.load("images/me1.png").convert_alpha()
                self.image2 = pygame.image.load("images/me2.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                    pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_4.png").convert_alpha() \
                    ])
                self.rect = self.image1.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.rect.left, self.rect.top = \
                                (self.width - self.rect.width) // 2, \
                                self.height - self.rect.height - 60  #减60,留给状态栏
                self.speed = 10
#enemy.py
import pygame
from random import *

class SmallEnemy(pygame.sprite.Sprite):
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image = pygame.image.load("images/enemy1.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down4.png").convert_alpha() \
                        ])
                self.rect = self.image.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 2        
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-5 * self.height, 0)  #在页面外部上方5个屏幕高度范围内随机生成一个敌机      

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):        
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-5 * self.height, 0)

class MidEnemy(pygame.sprite.Sprite):    
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image = pygame.image.load("images/enemy2.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down4.png").convert_alpha() \
                        ])
                self.rect = self.image.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-10 * self.height, -self.height)

class BigEnemy(pygame.sprite.Sprite):    
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                #大型敌机有飞行特效,两张图片切换
                self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
                self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down6.png").convert_alpha() \
                        ])
                self.rect = self.image1.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height)

接下来我们要为每一个类添加 active 属性,该属性表示 还活着,也就是说,当该属性的值为 True 时,我们就让飞机显示正常的飞行状态,而当该属性为 False 时,表示该飞机已经遇难了,我们就要依次显示 坠机的画面,显示完之后,调用该类的 resert() 方法。

self.active = True

接下来修改 main 模块的main() 函数,在绘制每一种飞机时,先检测它的 active 的值:

#main.py 部分代码
        #中弹图片索引
        e1_destroy_index = 0
        e2_destroy_index = 0
        e3_destroy_index = 0
        me_destroy_index = 0
(此处代码省略)
                #绘制大型敌机
                for each in big_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if switch_image:
                                        screen.blit(each.image1, each.rect)
                                else:
                                        screen.blit(each.image2, each.rect)
                                #即将出现在界面中,播放音效
                                if each.rect.bottom > -50:
                                        enemy3_fly_sound.play()
                        else:
                                #坠机
                                enemy3_down_sound.play() #音效
                                if not(delay % 3):
                                        screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                                        e3_destroy_index = (e3_destroy_index + 1) % 6
                                        if e3_destroy_index == 0:
                                                each.reset()

(其他敌机和我方飞机代码类似。。。。。)

我们接着就要写碰撞检测代码:

一旦我方飞机碰撞到敌机,导致的结果必将是敌我同归于尽。

#main.py 部分代码
                #检测我方飞机是否被撞
                enemies_down = pygame.sprite.spritecollide(me, enemies, False)
                if enemies_down:
                        me.active = False
                        for e in enemies_down:
                                e.active = False

我们碰撞检测使用  spritecollide() 方法:

碰撞和坠机是实现了,但是我们发现,两个飞机还没真正的接触就已经撞上了,这是为什么呢?

这是因为我们使用了普通的 spritecollide() 方法,这个方法默认情况下是以图片的矩形位置区域作为检测的范围,而我们飞机的矩形范围远大于自身,但是我们完全是可以做得更好的,我们可以做到完美的碰撞检测,怎么实现呢?

sprite 模块里有一个叫做 collide_mask 的函数可以利用,这个函数要求检测对象拥有一个 mask 属性,这个属性就是用于指定检测的范围,关于 mask,Pygame 还专门写了一个 mask 模块,其中有一个叫做 from_surface() 的函数,可以将 Surface 对象中非透明的部分标记为 mask 并返回。

首先,给每个类加上 mask 属性:

self.mask = pygame.mask.from_sueface(self.image) #将非透明部分标记为mask

然后在main 函数中修改碰撞检测代码,指定检测方法为 pygame.sprite.collide_mask,即:

#main.py
                #检测我方飞机是否被撞
                enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
                if enemies_down:
                        me.active = False
                        for e in enemies_down:
                                e.active = False

好了,这就是完美的碰撞检测了,在大部分情况下编写游戏开发,基本上都是使用这种碰撞检测。

现在,有人就可能已经发现了,刚才我们的代码实际上是存在很明显的Bug,导致部分音效无法正常播放,

大家知道是为什么吗?可以看一下这里的代码:

                #绘制大型敌机
                for each in big_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if switch_image:
                                        screen.blit(each.image1, each.rect)
                                else:
                                        screen.blit(each.image2, each.rect)
                                #即将出现在界面中,播放音效
                                if each.rect.bottom > -50:
                                        enemy3_fly_sound.play()
                        else:
                                #坠机
                                enemy3_down_sound.play() #音效
                                if not(delay % 3):
                                        screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                                        e3_destroy_index = (e3_destroy_index + 1) % 6
                                        if e3_destroy_index == 0:
                                                each.reset()

大家看看,不管是我们的飞机,还是敌机,它们是怎么坠机的,首先,我们检测 active,如果为False 的话,就播放音效,然后画一张坠机图,这样就一帧过去了,然后第二帧,又播放音效,画图的进不去,然后第三帧,播放音效,然后画下面的一张坠机图。

大家发现问题没有,你要画它坠机的图片,需要好多帧,但是这里你重复的播放了好多次它坠机的音效,一个飞机坠机只需要播放一次音效即可,你要播放很多次,导致的结果就是你把所有音效的通道都占满了,因为Pygame 默认只有8条音效的通道。

我们现在要做的就是让它只播放一次。修改如下:

                #绘制大型敌机
                for each in big_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if switch_image:
                                        screen.blit(each.image1, each.rect)
                                else:
                                        screen.blit(each.image2, each.rect)
                                #即将出现在界面中,播放音效
                                if each.rect.bottom > -50:
                                        enemy3_fly_sound.play()
                        else:
                                #坠机                                
                                if not(delay % 3):
                                        if e3_destroy_index == 0:
                                                enemy3_down_sound.play() #音效
                                        screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                                        e3_destroy_index = (e3_destroy_index + 1) % 6
                                        if e3_destroy_index == 0:
                                                each.reset()

现在再来测试一下就好多了,当然,如果你嫌默认的8个音效通道太少的话,可以使用 mixer 模块的 set_num_channels() 方法来设置通道数多一点。

下面贴出这节课实现的3个模块的完整代码:

#main.py
import pygame
import sys
import traceback #为了更好地退出
import myplane
import enemy

from pygame.locals import *

pygame.init()
pygame.mixer.init()  #混音器初始化

bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战 -- Python Demo")

background = pygame.image.load("images/background.png").convert()

# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.5)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)

def add_small_enemies(group1, group2, num):
        for i in range(num):
                e1 = enemy.SmallEnemy(bg_size)
                group1.add(e1)
                group2.add(e1)

def add_mid_enemies(group1, group2, num):
        for i in range(num):
                e2 = enemy.MidEnemy(bg_size)
                group1.add(e2)
                group2.add(e2)

def add_big_enemies(group1, group2, num):
        for i in range(num):
                e3 = enemy.BigEnemy(bg_size)
                group1.add(e3)
                group2.add(e3)

def main():
        pygame.mixer.music.play(-1)

        # 生成我方飞机
        me = myplane.Myplane(bg_size)

        #生成敌方飞机
        enemies = pygame.sprite.Group()

        # 生成敌方小型飞机
        small_enemies = pygame.sprite.Group()
        add_small_enemies(small_enemies, enemies, 15)

        # 生成敌方中型飞机
        mid_enemies = pygame.sprite.Group()
        add_mid_enemies(mid_enemies, enemies, 4)

        # 生成敌方大型飞机
        big_enemies = pygame.sprite.Group()
        add_big_enemies(big_enemies, enemies, 2)

        #中弹图片索引
        e1_destroy_index = 0
        e2_destroy_index = 0
        e3_destroy_index = 0
        me_destroy_index = 0
        
        clock = pygame.time.Clock()

        #用于切换图片
        switch_image = True

        #用于延迟
        delay = 100

        running = True

        while running:
                for event in pygame.event.get():
                        if event.type == QUIT:
                                pygame.quit()
                                sys.exit()
                                
                #检测用户的键盘操作
                key_pressed = pygame.key.get_pressed()

                if key_pressed[K_w] or key_pressed[K_UP]:
                        me.moveUp()
                if key_pressed[K_s] or key_pressed[K_DOWN]:
                        me.moveDown()
                if key_pressed[K_a] or key_pressed[K_LEFT]:
                        me.moveLeft()
                if key_pressed[K_d] or key_pressed[K_RIGHT]:
                        me.moveRight()                        

                screen.blit(background, (0, 0))

                #绘制大型敌机
                for each in big_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if switch_image:
                                        screen.blit(each.image1, each.rect)
                                else:
                                        screen.blit(each.image2, each.rect)
                                #即将出现在界面中,播放音效
                                if each.rect.bottom == -50:
                                        enemy3_fly_sound.play(-1) #循环播放
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e3_destroy_index == 0:
                                                enemy3_down_sound.play()
                                        screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                                        e3_destroy_index = (e3_destroy_index + 1) % 6
                                        if e3_destroy_index == 0:
                                                enemy3_fly_sound.stop() #循环音效停止播放
                                                each.reset()
                                
                #绘制中型敌机
                for each in mid_enemies:
                        if each.active: #检测是否还活着
                                each.move()                     
                                screen.blit(each.image, each.rect)
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e2_destroy_index == 0:
                                                enemy2_down_sound.play() #音效
                                        screen.blit(each.destroy_images[e2_destroy_index], each.rect)
                                        e2_destroy_index = (e2_destroy_index + 1) % 4
                                        if e2_destroy_index == 0:
                                                each.reset()

                #绘制小型敌机
                for each in small_enemies:
                        if each.active: #检测是否还活着
                                each.move()                     
                                screen.blit(each.image, each.rect)
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e1_destroy_index == 0:
                                                enemy1_down_sound.play() #音效                                
                                        screen.blit(each.destroy_images[e1_destroy_index], each.rect)
                                        e1_destroy_index = (e1_destroy_index + 1) % 4
                                        if e1_destroy_index == 0:
                                                each.reset()
        
                #检测我方飞机是否被撞
                enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
                if enemies_down:
                        #me.active = False
                        for e in enemies_down:
                                e.active = False
                                
                
                #绘制我方飞机
                if me.active: #检测是否还活着
                        if switch_image:
                                screen.blit(me.image1, me.rect)
                        else:
                                screen.blit(me.image2, me.rect)
                else:
                        #坠机
                        if not(delay % 3):
                                if me_destroy_index == 0:
                                        me_down_sound.play()                        
                                screen.blit(me.destroy_images[me_destroy_index], me.rect)
                                me_destroy_index = (me_destroy_index + 1) % 4
                                if me_destroy_index == 0:
                                        print("game over")
                                        running = False

                #切换图片
                if not(delay % 5):  #5帧切换一次,一秒就只切换12次
                        switch_image = not switch_image                        

                delay -= 1
                if not delay:
                        delay = 100

                pygame.display.flip()

                clock.tick(60)

if __name__ == "__main__":
        try:
                main()
        except SystemExit:
                pass
        except:
                traceback.print_exc()
                pygame.quit()
                input()
#myplane.py
import pygame

class Myplane(pygame.sprite.Sprite):
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image1 = pygame.image.load("images/me1.png").convert_alpha()
                self.image2 = pygame.image.load("images/me2.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                    pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_4.png").convert_alpha() \
                    ])
                self.rect = self.image1.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.rect.left, self.rect.top = \
                                (self.width - self.rect.width) // 2, \
                                self.height - self.rect.height - 60  #减60,留给状态栏
                self.speed = 10
                self.active = True
                self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask

        def moveUp(self):
                if self.rect.top > 0:
                        self.rect.top -= self.speed
                else:
                        self.rect.top = 0

        def moveDown(self):
                if self.rect.bottom < self.height - 60:
                        self.rect.top += self.speed
                else:
                        self.rect.bottom = self.height - 60

        def moveLeft(self):
                if self.rect.left > 0:
                        self.rect.left -= self.speed
                else:
                        self.rect.left = 0

        def moveRight(self):
                if self.rect.right < self.width:
                        self.rect.left += self.speed
                else:
                        self.rect.right = self.width
#enemy.py
import pygame
from random import *

class SmallEnemy(pygame.sprite.Sprite):
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image = pygame.image.load("images/enemy1.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down4.png").convert_alpha() \
                        ])
                self.rect = self.image.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 2
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-5 * self.height, 0)  #在页面外部上方5个屏幕高度范围内随机生成一个敌机
                self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-5 * self.height, 0)

class MidEnemy(pygame.sprite.Sprite):    
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image = pygame.image.load("images/enemy2.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down4.png").convert_alpha() \
                        ])
                self.rect = self.image.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
                self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-10 * self.height, -self.height)

class BigEnemy(pygame.sprite.Sprite):    
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                #大型敌机有飞行特效,两张图片切换
                self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
                self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down6.png").convert_alpha() \
                        ])
                self.rect = self.image1.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
                self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height)

(未完待续)

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