python之pygame模块(太空生存小游戏)学习(二)
太空生存小游戏所使用的资源可前往百度网盘下载,大小为25M
网盘链接
提取码:ybqv
继上次的太空生存小游戏之后,进行了进一步的完善。
这是上一次代码解释的文章链接
由于是在上一次代码的基础上的增添代码,解释起来有些麻烦,代码解释就不那么详细了。
在完整代码后附带有部分代码解释。
这次增加了游戏的初始界面;增加复活次数显示框;增加了爆炸动画;重新修改了游戏内引用图形,界面更加美观;增加游戏的奖励机制
1.完整代码:
import os
import random
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 50))
self.image.set_colorkey((255, 255, 255))
self.rect = self.image.get_rect()
self.rect.x = 200
self.rect.y = 500
self.speedx = 10
self.radius = 22.5
self.health = 100
self.lives = 3
self.hidden = False
self.hide_time = 0
self.gun = 1
self.gun_time = 0
def update(self):
if self.hidden and pygame.time.get_ticks() - self.hide_time > 1000:
self.hidden = False
self.rect.x = 200
self.rect.y = 500
if self.gun > 1 and pygame.time.get_ticks() - self.gun_time > 5000:
self.gun = 1
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.rect.x += self.speedx
elif key_pressed[pygame.K_LEFT]:
self.rect.x -= self.speedx
if self.rect.right > 500:
self.rect.right = 500
elif self.rect.left < 0:
self.rect.left = 0
def shoot(self):
if not self.hidden:
if self.gun == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
else:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
bullets.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
def gun_up(self):
self.gun += 1
self.gun_time = pygame.time.get_ticks()
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_org = random.choice(rock_img)
self.image_org.set_colorkey((0, 0, 0))
self.image = self.image_org.copy()
self.image_org.set_colorkey((255, 255, 255))
self.rect = self.image.get_rect()
self.rect.x = random.randrange(0, 500)
self.rect.y = random.randrange(-100, -10)
self.speedx = random.randrange(-2, 2)
self.speedy = random.randrange(2, 8)
self.radius = self.rect.width / 2
self.total_degree = 0
self.rot_degree = random.randrange(-3, 3)
def rotate(self):
self.total_degree += self.rot_degree
self.total_degree = self.total_degree % 360
self.image = pygame.transform.rotate(self.image_org, self.total_degree)
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.left > 500 or self.rect.right < 0 or self.rect.top > 600:
self.rect.x = random.randrange(0, 500)
self.rect.y = random.randrange(-100, -10)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(bullet_img, (10, 50))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.bottom = y
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.y < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = expl_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(expl_anim[self.size]):
self.kill()
else:
self.image = expl_anim[self.size][self.frame]
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
class Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(["shield", "gun"])
self.image = power_img[self.type][0]
self.image.set_colorkey((255, 255, 255))
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 3
def update(self):
self.rect.y += self.speedy
if self.rect.y > HEIGHT:
self.kill()
def draw_health(surf, hp, x, y):
if hp < 0:
hp = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
file = (hp / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, file, BAR_HEIGHT)
pygame.draw.rect(surf, (0, 255, 0), fill_rect)
pygame.draw.rect(surf, (255, 255, 255), outline_rect, 2)
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.centerx = x
text_rect.top = y
surf.blit(text_surface, text_rect)
def draw_lives(surf, lives, img, x, y):
if lives <= 0:
lives = 0
for live in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * live
img_rect.y = y
surf.blit(img, img_rect)
def draw_init():
screen.blit(background_img, (0, 0))
draw_text(screen, "太空生存战!", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "← → 移动飞船,空格发射子弹", 32, WIDTH / 2, HEIGHT / 2)
draw_text(screen, "任意键开始游戏", 22, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.update()
waiting = True
while waiting:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return True
elif event.type == pygame.KEYUP:
waiting = False
return False
if __name__ == '__main__':
pygame.init()
pygame.mixer.init()
WIDTH = 500
HEIGHT = 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("太空生存")
pygame.display.set_icon(pygame.image.load("./img/spaceman.jpg").convert())
clock = pygame.time.Clock()
background_img = pygame.image.load("./img/background.png").convert()
bullet_img = pygame.image.load("./img/bullet.png").convert()
player_img = pygame.image.load("./img/player.png").convert()
player_mini_img = pygame.transform.scale(player_img, (25, 25))
player_mini_img.set_colorkey((255, 255, 255))
rock_img = []
for i in range(5):
rock_imgi = pygame.image.load(f"./img/rock{i + 1}.png").convert()
rock_img.append(rock_imgi)
expl_anim = {}
expl_anim["lg"] = []
expl_anim["sm"] = []
for i in range(4):
expl_img = pygame.image.load(f"./boom/{i + 1}.png").convert()
expl_img.set_colorkey((255, 255, 255,))
expl_anim["lg"].append(pygame.transform.scale(expl_img, (70, 70)))
expl_anim["sm"].append(pygame.transform.scale(expl_img, (20, 20)))
expl_anim["player"] = [expl_anim["lg"][2], expl_anim["lg"][2]]
power_img = {}
power_img["shield"] = []
power_img["gun"] = []
shield_img = pygame.image.load("./img/shield.png").convert()
power_img["shield"].append(pygame.transform.scale(shield_img, (20, 20)))
gun_img = pygame.image.load("./img/gun.png").convert()
power_img["gun"].append(pygame.transform.scale(gun_img, (20, 24)))
shoot_sound = pygame.mixer.Sound("./sound/bullet.wav")
expl_sounds1 = pygame.mixer.Sound("./sound/B-R.wav")
expl_sounds2 = pygame.mixer.Sound("./sound/R-P.wav")
expl_sounds1.set_volume(0.1)
expl_sounds2.set_volume(0.1)
die_sound = pygame.mixer.Sound("./sound/die.wav")
shield_sound = pygame.mixer.Sound("./sound/shield.wav")
gun_sound = pygame.mixer.Sound("./sound/gun.wav")
pygame.mixer.music.load("./sound/background.wav")
pygame.mixer.music.play(-1)
font_name = os.path.join("font.ttc")
show_init = True
running = True
while running:
clock.tick(60)
if show_init:
close = draw_init()
if close:
break
show_init = False
all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
pows = pygame.sprite.Group()
sorce = 0
player = Player()
all_sprites.add(player)
for i in range(5):
rock = Rock()
all_sprites.add(rock)
rocks.add(rock)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
all_sprites.update()
hits = pygame.sprite.groupcollide(rocks, bullets, True, True)
for hit in hits:
expl_sounds1.play()
expl1 = Explosion(hit.rect.center, "lg")
if random.random() > 0.8:
pow = Power(hit.rect.center)
all_sprites.add(pow)
pows.add(pow)
r = Rock()
all_sprites.add(r)
all_sprites.add(expl1)
rocks.add(r)
sorce += int(hit.radius)
hits2 = pygame.sprite.spritecollide(player, rocks, True, pygame.sprite.collide_circle)
for hit2 in hits2:
expl_sounds2.play()
expl2 = Explosion(hit2.rect.center, "sm")
player.health -= hit2.radius
r = Rock()
all_sprites.add(r)
all_sprites.add(expl2)
rocks.add(r)
if player.health <= 0:
death_expl = Explosion(player.rect.center, "player")
die_sound.play()
all_sprites.add(death_expl)
player.hide()
player.lives -= 1
player.health = 100
if player.lives <= 0 and not (death_expl.alive()): # 复活次数为0,且飞机爆炸特效完成后,进行初始化
close2 =draw_init()
if close2:
break
show_init = True
hits3 = pygame.sprite.spritecollide(player, pows, True)
for hit3 in hits3:
if hit3.type == "shield":
shield_sound.play()
player.health += 20
if player.health > 100:
player.health = 100
elif hit3.type == "gun":
gun_sound.play()
player.gun_up()
screen.fill((252, 112, 99))
screen.blit(background_img, (0, 0))
all_sprites.draw(screen)
draw_text(screen, str(sorce), 18, 250, 10)
draw_health(screen, player.health, 5, 10)
draw_lives(screen, player.lives, player_mini_img, WIDTH - 100, 10)
pygame.display.update()
pygame.quit()
2.增加游戏的初始界面
def draw_init(): # 定义游戏初始界面函数
screen.blit(background_img, (0, 0)) # 绘制背景
draw_text(screen, "太空生存战!", 64, WIDTH / 2, HEIGHT / 4) # 使用上篇文章定义的draw_text函数,绘制标题
draw_text(screen, "← → 移动飞船,空格发射子弹", 32, WIDTH / 2, HEIGHT / 2) # 绘制操作说明
draw_text(screen, "任意键开始游戏", 22, WIDTH / 2, HEIGHT * 3 / 4) # 绘制启动说明
pygame.display.update() # 更新显示界面
waiting = True
while waiting:
clock.tick(60)
for event in pygame.event.get(): # 获取用户输入
if event.type == pygame.QUIT: # 用户点击视窗关闭按钮
pygame.quit() # 退出视窗
return True # 返回值
elif event.type == pygame.KEYUP: # 用户点击任意键,KEYUP表示键弹起(释放)
waiting = False # 结束等待,进入到游戏界面
return False # 返回值
# 下述代码,均写在主函数的循环主体中,即while running:下
if show_init: # show_init 在循环主体外单独定义,show_init = True 表示开启初始化
close = draw_init() # 定义close变量,接受draw_init 的返回值
if close: # 如果返回值为True 关闭视窗,跳出循环,游戏结束
break
show_init = False # draw_init 的返回值为False时,进入游戏界面,定义show_init = False,不再初始化
all_sprites = pygame.sprite.Group() # 以下变量均在上篇文章有过定义,这里把他们拿到该判断主体中,即每初始化一次,所有变量值也要初始化
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
pows = pygame.sprite.Group()
sorce = 0
player = Player()
all_sprites.add(player)
for i in range(5):
rock = Rock()
all_sprites.add(rock)
rocks.add(rock)
运行结果:
2.增加复活次数显示框
def draw_lives(surf, lives, img, x, y): # 定义绘制复活次数显示框的函数,参数为绘制表面,复活次数,显示图片,显示坐标
if lives <= 0: # 当生命值小于0时,将生命值置零,(该段可不要)
lives = 0
for live in range(lives): # 绘制复活次数图形
img_rect = img.get_rect() # 获取输入参数的img的框框
img_rect.x = x + 30 * live # 沿x轴每隔30像素定位一次,即每隔30像素画一个图
img_rect.y = y # y轴坐标定位
surf.blit(img, img_rect) # 将图形画到surf表面上
# 下述代码,均写在主函数的循环主体中,即while running:下
draw_lives(screen, player.lives, player_mini_img, WIDTH - 100, 10) # 调用draw_lives函数,绘制player_mini_img图像
需要注意的是,需要在Player类里给定一个lives属性 self.lives = 3
需要重新载入一个图形用来绘制,这里采用的是缩放后的飞机模型图片
运行结果:在视窗的右上角出现三个小飞机
随着死亡次数的增加,小飞机的数量应该逐个减少,因此需要在检测飞机和陨石碰撞的代码下加入如下代码:
if player.health <= 0:
death_expl = Explosion(player.rect.center, "player") # 增加飞机死亡时的爆炸画面
die_sound.play() # 增加飞机死亡时的声音
all_sprites.add(death_expl) # 将爆炸加入全体事物组中,在屏幕上显示
player.hide() # 定义飞机死亡后,延迟复活
player.lives -= 1 # 死亡一次,次数减一
player.health = 100 # 生命值重新满格
在Player类中定义hide()函数(方法):
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
需要为Player类添加 self.hidden= True,self.hide_time = 0属性,定义隐藏状态和隐藏时间
所谓隐藏就是将飞机移出到视窗外
因此就需要根据隐藏状态来判断,飞机能不能够发射子弹,
3.爆炸动画
# 加载爆炸动画的每一帧图片
expl_anim = {}
expl_anim["lg"] = [] # 石头和子弹碰撞爆炸
expl_anim["sm"] = [] # 石头和飞机碰撞爆炸
for i in range(4):
expl_img = pygame.image.load(f"./boom/{i + 1}.png").convert()
expl_img.set_colorkey((255, 255, 255,))
expl_anim["lg"].append(pygame.transform.scale(expl_img, (70, 70)))
expl_anim["sm"].append(pygame.transform.scale(expl_img, (20, 20)))
expl_anim["player"] = [expl_anim["lg"][2], expl_anim["lg"][2]] # 飞机爆炸
# 加载飞机死亡时的音效
die_sound = pygame.mixer.Sound("./sound/die.wav")
class Explosion(pygame.sprite.Sprite): # 定义爆炸类
def __init__(self, center, size): # center为爆炸中心,size为爆炸的类型,分为飞机和石头碰撞爆炸,石头和子弹碰撞爆炸
pygame.sprite.Sprite.__init__(self)
self.size = size # 获取爆炸类型
self.image = expl_anim[self.size][0] # 获取爆炸的第一帧图片
self.rect = self.image.get_rect() # 获取图片的框框
self.rect.center = center # 将图片定位到传入的参数center中
self.frame = 0 # 第一帧
self.last_update = pygame.time.get_ticks() # 获取帧数最后一次更新时间
self.frame_rate = 50 # 帧数的更新间隔时间
def update(self):
now = pygame.time.get_ticks() # 获取当前回见
if now - self.last_update > self.frame_rate: # 如果当前时间距离最后一次更新时间相隔大于帧数更新间隔时间则进行更新
self.last_update = now # 并将最后一次更新时间变为现在的时间
self.frame += 1 # 第n帧
if self.frame == len(expl_anim[self.size]): # 帧数和爆炸图像中所有的图片个数相同,表示爆炸完成
self.kill() # 删除掉该事物
else:
self.image = expl_anim[self.size][self.frame] # 帧数和爆炸图像中所有的图片个数不相同,更新下一帧
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
在碰撞检测中加入该类对象即可实现爆炸效果
4.奖励机制
在石头爆炸后,随机产生奖励
盾牌:回复生命值
闪电:武器升级
# 加载盾牌和闪电的图片
power_img = {}
power_img["shield"] = []
power_img["gun"] = []
shield_img = pygame.image.load("./img/shield.png").convert()
power_img["shield"].append(pygame.transform.scale(shield_img, (20, 20)))
gun_img = pygame.image.load("./img/gun.png").convert()
power_img["gun"].append(pygame.transform.scale(gun_img, (20, 24)))
# 加载盾牌和闪电被吃掉的音效
shield_sound = pygame.mixer.Sound("./sound/shield.wav")
gun_sound = pygame.mixer.Sound("./sound/gun.wav")
class Power(pygame.sprite.Sprite): # 定义 奖励类
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(["shield", "gun"]) # 随机产生盾牌和闪电
self.image = power_img[self.type][0] # 获取盾牌或闪电的图像
self.image.set_colorkey((255, 255, 255)) # 去背景
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 3 # 设置移动速度
def update(self):
self.rect.y += self.speedy
if self.rect.y > HEIGHT: # 当其超出视窗后,删除掉
self.kill()
hits3 = pygame.sprite.spritecollide(player, pows, True) # 定义奖励和飞机的碰撞检测
for hit3 in hits3:
if hit3.type == "shield":
shield_sound.play() # 播放特效音
player.health += 20 # 盾牌回复20生命值,但不能超过上限
if player.health > 100:
player.health = 100
elif hit3.type == "gun":
gun_sound.play() # 播放特效音
player.gun_up() # 武器升级
# 在Player类中更新武器升级函数
def shoot(self):
if not self.hidden:
if self.gun == 1: # 如果武器的等级为1,发射一颗子弹
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
else: # 否则发射两颗子弹
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
bullets.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet2)
shoot_sound.play()
def gun_up(self): # 武器升级函数
self.gun += 1
self.gun_time = pygame.time.get_ticks() # 获取升级开始时的时间
武器升级有时间限制,需要在Player.update里设置时间,到达时间后,武器等级还原
if self.gun > 1 and pygame.time.get_ticks() - self.gun_time > 5000: self.gun = 1