python飞机大战简书_Python飞机大战

代码:

# 飞机大战项目(初始版)

# 控制飞机

import random

from os import path

import pygame

img_dir = path.join(path.dirname(__file__), 'img')

snd_dir = path.join(path.dirname(__file__), 'snd')

WIDTH = 480

HEIGHT = 600

FPS = 60

POWERUP_TIME = 5000

WHITE = (255, 255, 255)

BLACK = (0, 0, 0)

RED = (255, 0, 0)

GREEN = (0, 255, 0)

BLUE = (0, 0, 255)

YELLOW = (255, 255, 0)

pygame.init()

pygame.mixer.init()

screen = pygame.display.set_mode((WIDTH, HEIGHT))

pygame.display.set_caption('Aircraft war')

clock = pygame.time.Clock()

# 绘制文本函数

# 使用pygame.font.match_font()可以在系统中搜索最接近的匹配字体

font_name = pygame.font.match_font('simhei')

def draw_text(surf, text, size, x, y):

"""

绘制文本函数

:param surf: 想要绘制文本的表面

:param text: 想要显示的字符串

:param size: 文本大小

:param x: 要绘制那个地点的横坐标

:param y: 要绘制那个地点的纵坐标

"""

font = pygame.font.Font(font_name, size)

text_surface = font.render(text, True, WHITE)

text_rect = text_surface.get_rect()

text_rect.midtop = (x, y)

surf.blit(text_surface, text_rect)

# 产生一个新暴徒

def newmob():

m = Mob()

all_sprites.add(m)

mobs.add(m)

# 显示血条

def draw_shield_bar(surf, x, y, pct): # pct填充量参数

if pct < 0:

pct = 0

BAR_LENGTH = 100

BAR_HEIGHT = 10

fill = (pct/100) * BAR_LENGTH

outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)

fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)

pygame.draw.rect(surf, GREEN, fill_rect)

pygame.draw.rect(surf, WHITE, outline_rect, 2) # 2是边框宽度

# 生命计数器

def draw_lives(surf, x, y, lives, img):

for i in range(lives):

img_rect = img.get_rect()

img_rect.x = x + 30*i

img_rect.y = y

surf.blit(img, img_rect)

# 定义开始/结束屏幕

def show_go_screen():

screen.blit(background, background_rect)

draw_text(screen, '飞机大战', 64, WIDTH/2, HEIGHT/4)

draw_text(screen, '方向键移动,空格开火', 22, WIDTH/2, HEIGHT/2)

draw_text(screen, '按任意键开始', 18, WIDTH/2, HEIGHT*3/4)

pygame.display.flip()

waiting = True

while waiting:

clock.tick(FPS)

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

if event.type == pygame.KEYUP: # KEYUP是什么?

waiting = False

# 添加玩家精灵

class Player(pygame.sprite.Sprite):

def __init__(self):

pygame.sprite.Sprite.__init__(self)

# 调整图像大小

self.image = pygame.transform.scale(player_img, (50, 38))

# 设置透明颜色

self.image.set_colorkey(BLACK)

# self.image.fill(GREEN)

self.rect = self.image.get_rect() # 定位矩形

# 设置碰撞圈,为了改进碰撞

self.radius = 20

# 测试碰撞圈

# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)

self.rect.centerx = WIDTH/2

self.rect.bottom = HEIGHT - 10

self.speedx = 0 # 在x方向上的移动速度

self.speedy = 0

self.shield = 100 # 护盾

# 自动开火

self.shoot_delay = 250 # 测量飞船在发射另一颗子弹之前应该等待的时间长度(以毫秒为单位)

self.last_shot = pygame.time.get_ticks() # last_shot将跟踪最后一颗子弹射击的时间,以便知道何时有足够的时间再次射击。

# 多条生命

self.lives = 3 # 生命计数器

self.hidden = False # 隐藏/显示玩家

self.hide_timer = pygame.time.get_ticks() # 控制玩家隐藏时间的计时器

# 子弹增强

self.power = 1

self.power_time = pygame.time.get_ticks()

# 运动/控制

def update(self):

self.speedx = 0

self.speedy = 0

# 键盘控制移动

keystate = pygame.key.get_pressed() # 返回的是一个字典

if keystate[pygame.K_LEFT]:

self.speedx = -8

if keystate[pygame.K_RIGHT]:

self.speedx = 8

if keystate[pygame.K_UP]:

self.speedy = -8

if keystate[pygame.K_DOWN]:

self.speedy = 8

if keystate[pygame.K_SPACE]:

self.shoot()

self.rect.x += self.speedx

self.rect.y += self.speedy

# 边界检查

if self.rect.right > WIDTH:

self.rect.right = WIDTH

if self.rect.left < 0:

self.rect.left = 0

if self.rect.top < 0:

self.rect.top = 0

if self.rect.bottom > HEIGHT:

self.rect.bottom = HEIGHT

# 道具时间

if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:

self.power -= 1

self.power_time = pygame.time.get_ticks()

# 取消死亡后的隐藏

if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:

self.hidden = False

self.rect.centerx = WIDTH / 2

self.rect.bottom = HEIGHT - 10

def shoot(self):

now = pygame.time.get_ticks()

if now - self.last_shot > self.shoot_delay:

self.last_shot = now

if self.power == 1:

bullet = Bullet(self.rect.centerx, self.rect.top)

all_sprites.add(bullet)

bullets.add(bullet)

shoot_sound.play()

if self.power >= 2:

bullet1 = Bullet(self.rect.left, self.rect.centery)

bullet2 = Bullet(self.rect.right, self.rect.centery)

all_sprites.add(bullet1)

all_sprites.add(bullet2)

bullets.add(bullet1)

bullets.add(bullet2)

shoot_sound.play()

def hide(self):

self.hidden = True

self.hide_timer = pygame.time.get_ticks() # 计时基本都用这个(单位毫秒)

self.rect.center = (WIDTH / 2, HEIGHT + 200)

def powerup(self):

self.power += 1

self.power_time = pygame.time.get_ticks()

# 创建敌人精灵

class Mob(pygame.sprite.Sprite):

def __init__(self):

pygame.sprite.Sprite.__init__(self)

# self.image = pygame.Surface((30, 40))

self.image_orig = random.choice(meteor_images)

self.image_orig.set_colorkey(BLACK)

self.image = self.image_orig.copy()

# self.image.fill(RED)

self.rect = self.image.get_rect()

self.radius = int(self.rect.width*.85/2)

# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)

self.rect.x = random.randrange(WIDTH - self.rect.width)

self.rect.y = random.randrange(-100, -40)

self.speedy = random.randrange(1, 8)

self.speedx = random.randrange(-3, 3)

self.rot = 0 # 精灵旋转的度数

self.rot_speed = random.randrange(-8, 8) # 精灵每次旋转多少度

self.last_update = pygame.time.get_ticks() # 控制动画速度,可以获取自时钟启动以来经过了多少毫秒

def update(self):

self.rotate()

self.rect.y += self.speedy

self.rect.x += self.speedx

if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:

self.rect.x = random.randrange(WIDTH - self.rect.width)

self.rect.y = random.randrange(-100, -40)

self.speedy = random.randrange(1, 8)

# 动画精灵,旋转

def rotate(self):

now = pygame.time.get_ticks()

if now - self.last_update > 50:

self.last_update = now

self.rot = (self.rot + self.rot_speed) % 360

# 将图像旋转

new_image = pygame.transform.rotate(self.image_orig, self.rot)

old_center = self.rect.center

self.image = new_image

self.rect = self.image.get_rect()

self.rect.center = old_center

# 创建子弹精灵

class Bullet(pygame.sprite.Sprite):

def __init__(self, x, y):

pygame.sprite.Sprite.__init__(self)

self.image = bullet_img

self.image.set_colorkey(BLACK)

# self.image.fill(YELLOW)

self.rect = self.image.get_rect()

self.rect.centerx = x

self.rect.bottom = y

self.speedy = -10

def update(self):

self.rect.y += self.speedy

if self.rect.bottom < 0:

self.kill()

# 创建爆炸精灵

class Explosion(pygame.sprite.Sprite):

def __init__(self, center, size):

pygame.sprite.Sprite.__init__(self)

self.size = size

self.image = explosion_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(explosion_anim[self.size]):

self.kill()

else:

center = self.rect.center

self.image = explosion_anim[self.size][self.frame]

self.rect = self.image.get_rect()

self.rect.center = center

# 创建Pow精灵

class Pow(pygame.sprite.Sprite):

def __init__(self, center):

pygame.sprite.Sprite.__init__(self)

self.type = random.choice(['shield', 'gun'])

self.image = powerup_images[self.type]

self.image.set_colorkey(BLACK)

self.rect = self.image.get_rect()

self.rect.center = center

self.speedy = 2

def update(self):

self.rect.y += self.speedy

if self.rect.top > HEIGHT:

self.kill()

# 加载图片

background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()

background_rect = background.get_rect()

player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()

player_mini_img = pygame.transform.scale(player_img, (25, 19)) # 改变图像尺寸

player_mini_img.set_colorkey(BLACK)

powerup_images = {}

powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()

powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()

meteor_images = []

meteor_list = ['meteorBrown_big1.png', 'meteorBrown_big2.png', 'meteorBrown_med1.png', 'meteorBrown_med3.png',

'meteorBrown_small1.png', 'meteorBrown_small2.png', 'meteorBrown_tiny1.png']

for img in meteor_list:

meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())

bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()

# 加载声音

# 射击声音

shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))

# 加道具声音

shield_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow4.wav'))

power_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow5.wav'))

# 爆炸声音

expl_sounds = []

for snd in ['expl3.wav', 'expl6.wav']:

expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))

player_die_sound = pygame.mixer.Sound(path.join(snd_dir, 'rumble1.ogg'))

# 背景声音

pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))

pygame.mixer.music.set_volume(0.4) # 将音量设置为最大音量的40%。

# 加载动画爆炸图形

explosion_anim = {}

explosion_anim['lg'] = []

explosion_anim['sm'] = []

explosion_anim['player'] = []

for i in range(9):

filename = f'regularExplosion0{i}.png'

img = pygame.image.load(path.join(img_dir, filename)).convert()

img.set_colorkey(BLACK)

img_lg = pygame.transform.scale(img, (75, 75))

explosion_anim['lg'].append(img_lg)

img_sm = pygame.transform.scale(img, (32, 32))

explosion_anim['sm'].append(img_sm)

filename = f'sonicExplosion0{i}.png'

img = pygame.image.load(path.join(img_dir, filename)).convert()

img.set_colorkey(BLACK)

explosion_anim['player'].append(img)

# all_sprites = pygame.sprite.Group()

# mobs = pygame.sprite.Group()

# bullets = pygame.sprite.Group()

# powerups = pygame.sprite.Group()

#

# player = Player()

# all_sprites.add(player)

# # 创建一群敌机,加入精灵组

# for i in range(8):

# newmob()

#

# # 分数

# score = 0

pygame.mixer.music.play(loops=-1) # 该loops参数是指定你想要的歌曲重复播放的次数。通过设置loops到-1,把它无限重复。

# 主程序

game_over = True

running = True

while running:

if game_over:

show_go_screen()

# 重置所有内容

game_over = False

all_sprites = pygame.sprite.Group()

mobs = pygame.sprite.Group()

bullets = pygame.sprite.Group()

powerups = pygame.sprite.Group()

player = Player()

all_sprites.add(player)

for i in range(8):

newmob()

score = 0

clock.tick(FPS)

# 事件检查

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()

# 碰撞检测

hits = pygame.sprite.groupcollide(mobs, bullets, True, True)

for hit in hits: # 这里返回的是字典

score += 70 - hit.radius

random.choice(expl_sounds).play()

expl = Explosion(hit.rect.center, 'lg')

all_sprites.add(expl)

if random.random() > 0.7:

pow = Pow(hit.rect.center)

all_sprites.add(pow)

powerups.add(pow)

newmob()

# 该spritecollide()函数有3个参数:要检查的玩家精灵,要比较的敌人组的名称,以及dokill参数(True / False)。dokill参数设置是否应该在命中对象时删除该对象(删除的是mobs)。

# spritecollide()只比较一个精灵和一个组,而groupcollide()可以比较组与组

hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)

for hit in hits: # spritecollide()命令的返回值是被击中的精灵列表

player.shield -= hit.radius * 2

expl = Explosion(hit.rect.center, 'sm')

all_sprites.add(expl)

newmob()

if player.shield <= 0:

player_die_sound.play()

death_explosion = Explosion(hit.rect.center, 'player')

all_sprites.add(death_explosion)

player.hide()

player.lives -= 1

player.shield = 100

# 玩家与道具碰撞

hits = pygame.sprite.spritecollide(player, powerups, True)

for hit in hits:

if hit.type == 'shield':

player.shield += random.randrange(10, 30)

shield_sound.play()

if player.shield > 100:

player.shield = 100

if hit.type == 'gun':

player.powerup()

power_sound.play()

# alive()函数只返回特定精灵是否存活

# if not player.alive() and not death_explosion.alive():

if player.lives == 0 and not death_explosion.alive():

game_over = True

screen.fill(BLACK)

screen.blit(background, background_rect)

all_sprites.draw(screen)

draw_text(screen, str(score), 18, WIDTH/2, 10)

draw_shield_bar(screen, 5, 5, player.shield)

draw_lives(screen, WIDTH-100, 5, player.lives, player_mini_img)

pygame.display.flip()

pygame.quit()

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