目录
基于网上下载的源码,并对功能进行添加,以此提高个人应用 pygame开发游戏的能力,添加功能如下:
添加功能1:敌机速度根据分数发生变化
1、改变Enemy()类的初始化调用,增加enemyspeed参数,在调用时传输速度
class Enemy():
def __init__(self,enemyfilename,enemypos,enemyspeed):
self.img = pygame.image.load(enemyfilename)
self.enemy_rect = self.img.get_rect()
self.enemy_image = self.img.subsurface(self.enemy_rect)
self.enemy_rect.midbottom = enemypos
self.speed = enemyspeed
def move(self):
self.enemy_rect.bottom += self.speed #敌机向下运动
2、根据分数确定调用时的速度
#根据分数的多少来控制敌机的速度
if Score<=5000:
enemyspeed = 1
elif Score<=10000:
enemyspeed = 2
elif Score<=50000:
enemyspeed = 3
else:
enemyspeed = 4
3、调用时应用enemyspeed
if enemy_frequency % ENENY_FREQUENCY_RATE == 0:
enemypos = [random.randint(30, 630), 0]
enemyplane = Enemy(enemyfilename, enemypos,enemyspeed)
#将敌机对象添加到列表中
enemys.append(enemyplane)
添加功能2:敌机出现频率随分数变化
1、设置敌机出现频率
#设置敌机的出现频率
ENENY_FREQUENCY_RATE=100
2、根据分数设置刷新频率3
if Score<=5000:
enemyspeed = 1
ENENY_FREQUENCY_RATE=100
elif Score<=10000:
enemyspeed = 2
ENENY_FREQUENCY_RATE=70
elif Score<=50000:
enemyspeed = 3
ENENY_FREQUENCY_RATE=50
else:
enemyspeed = 4
ENENY_FREQUENCY_RATE=30
3、根据频率产生敌机
if enemy_frequency % ENENY_FREQUENCY_RATE == 0:
enemypos = [random.randint(30, 630), 0]
enemyplane = Enemy(enemyfilename, enemypos,enemyspeed)
#将敌机对象添加到列表中
enemys.append(enemyplane)
enemy_frequency += 1
if enemy_frequency >= ENENY_FREQUENCY_RATE:
enemy_frequency = 0
添加功能3:添加游戏者2
1、指定图片、位置、生成实例,指定子弹图
playplanefilename2="image/hero2.png"
planepos2 = [230, 600]
player2 = play_plane_fly(playplanefilename2, planepos2)
bulletfilename2 = 'image/bullet2.png'
2、设定按键控制
if key_pressed[K_w]:
player2.moveup()
if key_pressed[K_s]:
player2.movedown()
if key_pressed[K_a]:
player2.moveleft()
if key_pressed[K_d]:
player2.moveright()
3、加入判断,生成子弹
if not player2.is_hitted:
player2.shoot(bulletfilename2)
4、让子弹动起来
for i in player2.bullets:
i.move()
screen.blit(i.bullet_image,i.bullet_rect)
# 当子弹飞出屏幕,删除子弹对象
if i.bullet_rect.bottom <= 0:
player2.bullets.remove(i) #从列表中删除数据
5、判断子弹击中敌机情况
for j in player2.bullets:
# 如果击中,分数增加,同时移除该子弹和敌机对象
if pygame.Rect.colliderect(j.bullet_rect,i.enemy_rect): #运用的是rect对象的检测,测试两个矩形是否重叠
Score += 100
#运行时经常以ValueError: list.remove(x): x not in list跳出,解决
if i in enemys: #由于
enemys.remove(i)
player2.bullets.remove(j)
for k in enenys_down:
screen.blit(k,i.enemy_rect)
6、判断飞机是否被撞击
if pygame.Rect.colliderect(player2.plane_rect,i.enemy_rect):
# 修改is_hitted的值
player2.is_hitted = True
enemys.remove(i)
break
添加功能4:添加音效
1、添加音效初始化
#初始化声音
pygame.mixer.init()
2、加载声音文件
#加载声音文件
sound_bullet = pygame.mixer.Sound("sound/bullet.mp3")
sound_enemydown = pygame.mixer.Sound("sound/enemy0_down.mp3")
music = pygame.mixer.music.load("sound/game_music.mp3")
3、播放背景音乐
#播发背景乐
pygame.mixer.music.play(-1)
4、在需要的位置加入声效
if bullet_frequency % 30 == 0:
if not player.is_hitted:
player.shoot(bulletfilename)
pygame.mixer.Sound.play(sound_bullet)
if not player2.is_hitted:
player2.shoot(bulletfilename2)
pygame.mixer.Sound.play(sound_bullet)
if pygame.Rect.colliderect(j.bullet_rect,i.enemy_rect): #运用的是rect对象的检测,测试两个矩形是否重叠
Score += 100
enemys.remove(i)
player.bullets.remove(j)
pygame.mixer.Sound.play(sound_enemydown)
完整代码
下面附上完整代码,希望对读者有所启发。
#由于源码是从网上下载下来的,在研究过后,为了提高自己的编程能力,对原码进行改进
#添加敌机的速度变化,随分数的变化,速度增加
#添加敌机出现频率的变化,随分数的变化,增加
#添加游戏者2
import pygame
from pygame.locals import *
from sys import exit
import time
import random
#创建子弹类,把子弹的图片转化为图像对象,设定固定的移动速度
class Bullet():
def __init__(self, bulletfilename, bulletpos): #定义初始化,参数是图的文件名和位置
self.bulletimg = pygame.image.load(bulletfilename) #图像
self.bullet_rect = self.bulletimg.get_rect()#获得rect
self.bullet_image = self.bulletimg.subsurface(self.bullet_rect) #生成subsurface对象
self.bullet_rect.midbottom = bulletpos #设置rect位置
self.speed = 2 #设置子弹速度
def move(self):
self.bullet_rect.top -= self.speed #子弹的运动是不断的以速度值大小减小
# 创建玩家飞机类,用面向对象的思想来对待
class play_plane_fly():
def __init__(self,play_image_filename,play_pos):
self.image = pygame.image.load(play_image_filename)
self.plane_rect = self.image.get_rect()
self.play_image = self.image.subsurface(self.plane_rect)
self.plane_rect.midtop = play_pos
self.speed = 2
#子弹是由玩家飞机发射的,所以创建列表,存储子弹对象,使该列表变为该类的属性
self.bullets = [] #子弹空列表
self.is_hitted = False #是否被击中
#生成函数,完成发射子弹动作,同时将每个子弹对象存在列表中
def shoot(self,bullet_filename):
bulletobj = Bullet(bullet_filename,self.plane_rect.midtop) #利用Bullet生产
self.bullets.append(bulletobj) #加入子弹列表
#定义向上移动方法,当飞机移动到边框位置时,无法移动
def moveup(self):
if self.plane_rect.top <= 0:
self.plane_rect.top = 0
else:
self.plane_rect.top -= self.speed
# 定义向下移动方法,当飞机移动到边框位置时,无法移动
def movedown(self):
if self.plane_rect.top >= 700 - self.plane_rect.height:
self.plane_rect.top = 700 - self.plane_rect.height
else:
self.plane_rect.top += self.speed
# 向右移动,当飞机移动到边框位置时,无法移动
def moveleft(self):
if self.plane_rect.left <= -40:
self.plane_rect.left = -40
else:
self.plane_rect.left -= self.speed
# 向左移动,当飞机移动到边框位置时,无法移动
def moveright(self):
if self.plane_rect.left >= 700 - self.plane_rect.width:
self.plane_rect.left = 700 - self.plane_rect.width
else:
self.plane_rect.left += self.speed
# 生成敌机类,设定固定的移动速度
class Enemy():
def __init__(self,enemyfilename,enemypos,enemyspeed):
self.img = pygame.image.load(enemyfilename)
self.enemy_rect = self.img.get_rect()
self.enemy_image = self.img.subsurface(self.enemy_rect)
self.enemy_rect.midbottom = enemypos
self.speed = enemyspeed
def move(self):
self.enemy_rect.bottom += self.speed #敌机向下运动
clock = pygame.time.Clock()
def main():
# 初始化文字屏幕
pygame.font.init()
# 初始化图像屏幕
pygame.init()
#初始化声音
pygame.mixer.init()
# 设定游戏帧
clock.tick(50)
# 设定游戏屏幕大小
screen = pygame.display.set_mode((660, 700))
# 设定游戏名称
pygame.display.set_caption('飞机大战')
# 加载背景图片,生成图像对象
background = pygame.image.load('image/background.png').convert()
backgroundsurface = pygame.transform.scale(background, (660, 700))
# 加载游戏结束图片,生成图像对象
gameover = pygame.image.load('image/gameover.png').convert()
gameoversurface = pygame.transform.scale(gameover, (660, 700))
#加载声音文件
sound_bullet = pygame.mixer.Sound("sound/bullet.mp3")
sound_enemydown = pygame.mixer.Sound("sound/enemy0_down.mp3")
music = pygame.mixer.music.load("sound/game_music.mp3")
#播发背景乐
pygame.mixer.music.play(-1)
playplanefilename = 'image/hero1.png'
playplanefilename2="image/hero2.png"
planepos = [430,600]
planepos2 = [230, 600]
player = play_plane_fly(playplanefilename,planepos) #定义play实例
player2 = play_plane_fly(playplanefilename2, planepos2)
bulletfilename = 'image/bullet1.png'
bulletfilename2 = 'image/bullet2.png'
# 按频率生成子弹,初始化数字为0
bullet_frequency = 0
enemyfilename = 'image/enemy0.png'
# 按频率生成敌机,初始化数字为0
enemy_frequency = 0
# 定义enemys空列表
enemys = []
myfont = pygame.font.SysFont("font/Marker Felt.ttf", 40)
textImage = myfont.render("Score ", True, (0,0,0))
# 初始化得分为0
Score = 0
#用来存敌机的速度
enemyspeed =1
#设置敌机的出现频率
ENENY_FREQUENCY_RATE=100
# 敌机被子弹击中时的动画,将每张图片的图像对象存在列表中
enenys_down = []
enemy0_down = pygame.image.load('image/enemy0_down1.png')
enemy0_down_rect = enemy0_down.get_rect()
enemydown0 = enemy0_down.subsurface(enemy0_down_rect)
enenys_down.append(enemydown0)
enemy1_down = pygame.image.load('image/enemy0_down2.png')
enemy1_down_rect = enemy1_down.get_rect()
enemydown1 = enemy1_down.subsurface(enemy1_down_rect)
enenys_down.append(enemydown1)
enemy2_down = pygame.image.load('image/enemy0_down3.png')
enemy2_down_rect = enemy2_down.get_rect()
enemydown2 = enemy2_down.subsurface(enemy2_down_rect)
enenys_down.append(enemydown2)
enemy3_down = pygame.image.load('image/enemy0_down4.png')
enemy3_down_rect = enemy3_down.get_rect()
enemydown3 = enemy3_down.subsurface(enemy3_down_rect)
enenys_down.append(enemydown3)
#以上存了四组击中后的图片,实现击中后的飞机爆炸
while True:
# 动态显示得分
score = str(Score)
myscore = pygame.font.SysFont("font/Marker Felt.ttf", 40)
scoreImage = myscore.render(score, True, (0, 0, 0))
# 判断事件,防止卡顿或者意外退出
for event in pygame.event.get():
if event.type == pygame.QUIT: #退出事件
pygame.quit()
exit()
key_pressed = pygame.key.get_pressed() #接收输入键
if key_pressed[K_UP] :
player.moveup()
if key_pressed[K_DOWN]:
player.movedown()
if key_pressed[K_LEFT]:
player.moveleft()
if key_pressed[K_RIGHT] :
player.moveright()
if key_pressed[K_w]:
player2.moveup()
if key_pressed[K_s]:
player2.movedown()
if key_pressed[K_a]:
player2.moveleft()
if key_pressed[K_d]:
player2.moveright()
screen.blit(backgroundsurface, (0, 0)) #绑定背景图
if not player.is_hitted or not player2.is_hitted: #如果两个游戏对象没有都被击中
# 按频率生成子弹
# 通过控制30这个数,来控制发射子弹的间隔,循环30次后发射一个子弹
#处理英雄死了后,子弹不再发射的问题
#(处理方法是加入生成子弹的判断,如果被击中后不再产生即可)
if bullet_frequency % 30 == 0:
if not player.is_hitted:
player.shoot(bulletfilename)
pygame.mixer.Sound.play(sound_bullet)
if not player2.is_hitted:
player2.shoot(bulletfilename2)
pygame.mixer.Sound.play(sound_bullet)
bullet_frequency += 1
if bullet_frequency >= 30:
bullet_frequency = 0
# print("bullet_frequency is {0}".format(bullet_frequency)) #试验用的,没有实际意义
# 让player子弹动起来
for i in player.bullets:
i.move()
screen.blit(i.bullet_image,i.bullet_rect)
# 当子弹飞出屏幕,删除子弹对象
if i.bullet_rect.bottom <= 0:
player.bullets.remove(i) #从列表中删除数据
#让player2的子弹动起来
for i in player2.bullets:
i.move()
screen.blit(i.bullet_image,i.bullet_rect)
# 当子弹飞出屏幕,删除子弹对象
if i.bullet_rect.bottom <= 0:
player2.bullets.remove(i) #从列表中删除数据
# 按频率生成敌机
#原理同子弹频率一样
if enemy_frequency % ENENY_FREQUENCY_RATE == 0:
enemypos = [random.randint(30, 630), 0]
enemyplane = Enemy(enemyfilename, enemypos,enemyspeed)
#将敌机对象添加到列表中
enemys.append(enemyplane)
enemy_frequency += 1
if enemy_frequency >= ENENY_FREQUENCY_RATE:
enemy_frequency = 0
# 让敌机动起来
for i in enemys:
i.move()
screen.blit(i.enemy_image,i.enemy_rect)
# 当敌机飞出屏幕,删除敌机对象
if i.enemy_rect.bottom >= 700:
enemys.remove(i)
# 遍历子弹对象,判断子弹是否击中敌机
for j in player.bullets:
# 如果击中,分数增加,同时移除该子弹和敌机对象
if pygame.Rect.colliderect(j.bullet_rect,i.enemy_rect): #运用的是rect对象的检测,测试两个矩形是否重叠
Score += 100
enemys.remove(i)
player.bullets.remove(j)
pygame.mixer.Sound.play(sound_enemydown)
for k in enenys_down:
screen.blit(k,i.enemy_rect)
for j in player2.bullets:
# 如果击中,分数增加,同时移除该子弹和敌机对象
if pygame.Rect.colliderect(j.bullet_rect,i.enemy_rect): #运用的是rect对象的检测,测试两个矩形是否重叠
Score += 100
#运行时经常以ValueError: list.remove(x): x not in list跳出,解决
if i in enemys: #由于
enemys.remove(i)
player2.bullets.remove(j)
pygame.mixer.Sound.play(sound_enemydown)
for k in enenys_down:
screen.blit(k,i.enemy_rect)
#根据分数的多少来控制敌机的速度
if Score<=5000:
enemyspeed = 1
ENENY_FREQUENCY_RATE=100
elif Score<=10000:
enemyspeed = 2
ENENY_FREQUENCY_RATE=70
elif Score<=50000:
enemyspeed = 3
ENENY_FREQUENCY_RATE=50
else:
enemyspeed = 4
ENENY_FREQUENCY_RATE=30
# 遍历敌机对象,判断玩家是否和敌机相撞
if pygame.Rect.colliderect(player.plane_rect,i.enemy_rect):
# 修改is_hitted的值,
player.is_hitted = True
enemys.remove(i) #将敌机也干掉
break
if pygame.Rect.colliderect(player2.plane_rect,i.enemy_rect):
# 修改is_hitted的值
player2.is_hitted = True
enemys.remove(i)
break
# if player.is_hitted and player.is_hitted:
# break
#如果被击中话,该飞机不显示,但是子弹仍显示,需要下步处理,(处理方法是加入生成子弹的判断,如果被击中后不再产生即可)
if not player.is_hitted:
screen.blit(player.play_image,player.plane_rect)
if not player2.is_hitted:
screen.blit(player2.play_image, player2.plane_rect)
screen.blit(textImage, (0,0))
screen.blit(scoreImage, (110, 0))
pygame.display.update()
# 玩家退出时显示分数和游戏结束
else:
screen.blit(gameoversurface,(0,0))
screen.blit(textImage, (0, 0))
screen.blit(scoreImage, (110, 0))
pygame.display.update()
time.sleep(2)
break
main()