全部代码如下:
import pygame #导入pygame库
from pygame.locals import * #导入pygame库中的一些常量
from sys import exit #导入sys库中的exit函数
from random import randint
#创建子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self,bullet_suface,bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_suface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
#创建敌人类
class Enemy(pygame.sprite.Sprite):
def __init__(self,Enemy_suface,Enemy_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = Enemy_suface
self.rect = self.image.get_rect()
self.rect.topleft = Enemy_init_pos
self.speed = 2
# 爆炸动画画面索引
self.down_index = 0
def update(self):
self.rect.top += self.speed
if self.rect.top > SCREEN_HEIGHT:
self.kill()
#创建Hero类,继承自pygame.sprite.Sprite
class Hero(pygame.sprite.Sprite):
def __init__(self,hero_surface,hero_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = hero_surface
self.rect = self.image.get_rect()
self.rect.topleft = hero_init_pos
self.speed = 6
self.is_hit = False
self.bullets1 = pygame.sprite.Group()
def move(self,offset):
hero_x=self.rect.left+offset[pygame.K_RIGHT]-offset[pygame.K_LEFT]
hero_y=self.rect.top+offset[pygame.K_DOWN]-offset[pygame.K_UP]
if hero_x < 0:
self.rect.left = 0
elif hero_x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = hero_x
if hero_y < 0:
self.rect.top = 0
elif hero_y > SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top = hero_y
def single_shoot(self,bullet1_surface):
bullet1 = Bullet(bullet1_surface,self.rect.midtop)
self.bullets1.add(bullet1)
#定义窗口的分辨率
SCREEN_WIDTH = 480
SCREEN_HEIGHT = 640
FRAME_RATE = 60
ANIMATE_CYCLE = 30
#计数ticks
ticks = 0
#去除了不断绘制飞机,容易消耗资源,使用clock,控制最大帧率FRAME_RATE
clock =pygame.time.Clock()
#创建字典,按下上下左右键的的增量
offset ={pygame.K_LEFT:0,pygame.K_RIGHT:0,pygame.K_UP:0,pygame.K_DOWN:0}
#初始化游戏
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
pygame.display.set_caption('这是一个打飞机游戏!')
#载入背景图
background = pygame.image.load('images/background.png')
gameover = pygame.image.load('images/gameover.png')
#载入资源图
hero_surface=[]
hero_surface.append(pygame.image.load('images/me1.png'))
hero_surface.append(pygame.image.load('images/me2.png'))
hero_surface.append(pygame.image.load('images/me_destroy_1.png'))
hero_surface.append(pygame.image.load('images/me_destroy_2.png'))
hero_surface.append(pygame.image.load('images/me_destroy_3.png'))
hero_surface.append(pygame.image.load('images/me_destroy_4.png'))
hero_pos=[200,500]
#载入子弹1图
bullet1_surface = pygame.image.load('images/bullet1.png')
#载入敌人1图
enemy1_surface = pygame.image.load('images/enemy1.png')
#载入enemy1爆炸的图片
enemy1_down_surface=[]
enemy1_down_surface.append(pygame.image.load('images/enemy1_down1.png'))
enemy1_down_surface.append(pygame.image.load('images/enemy1_down2.png'))
enemy1_down_surface.append(pygame.image.load('images/enemy1_down3.png'))
enemy1_down_surface.append(pygame.image.load('images/enemy1_down4.png'))
#创建玩家
hero = Hero(hero_surface[0],hero_pos)
#创建敌机组
enemy1_group = pygame.sprite.Group()
#创建击毁敌人组
enemy1_down_group = pygame.sprite.Group()
hero_down_index = 1
#事件循环
while True:
clock.tick(FRAME_RATE)
#绘制背景
screen.blit(background,(0,0))
#绘制飞机,在循环过程中让每过25个周期切换2个飞机图。这样会产生动图的效果
if ticks >= ANIMATE_CYCLE:
ticks = 0
if hero.is_hit:
if ticks%(ANIMATE_CYCLE//2) == 0:
hero_down_index += 1
hero.image = hero_surface[hero_down_index]
if hero_down_index == 5:
break
else:
hero.image =hero_surface[ticks//(ANIMATE_CYCLE//2)]
screen.blit(hero.image,hero.rect)
#产生子弹start************************
if ticks%10 == 0:
hero.single_shoot(bullet1_surface)
hero.bullets1.update()
hero.bullets1.draw(screen)
#产生子弹end**************************
#产生敌机start************************
if ticks%30 == 0:
enemy1 = Enemy(enemy1_surface,[randint(0,SCREEN_WIDTH-enemy1_surface.get_width())
,-enemy1_surface.get_height()])
enemy1_group.add(enemy1)
enemy1_group.update()
enemy1_group.draw(screen)
#产生敌机send**************************
enemy1_down_group.add(pygame.sprite.groupcollide(enemy1_group,hero.bullets1,True,True))
for enemy1_down in enemy1_down_group:
screen.blit(enemy1_down_surface[enemy1_down.down_index],enemy1_down.rect)
if ticks % (ANIMATE_CYCLE//2) == 0:
if enemy1_down.down_index<3:
enemy1_down.down_index += 1
else:
enemy1_down_group.remove(enemy1_down)
enemy1_down_list = pygame.sprite.spritecollide(hero,enemy1_group,True)
if len(enemy1_down_list) > 0:
enemy1_down_group.add(enemy1_down_list)
hero.is_hit = True
ticks += 1
#更新屏幕
pygame.display.update()
#处理游戏退出
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
#按键按下和放开的事件,按下时坐标增3,放开,置零
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = hero.speed #增量的大小,主飞机移动速度的快慢
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
hero.move(offset)
screen.blit(gameover,(100,500))
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()