第一步:构建基本框架
- 当前需要达到基本的模型:
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/94812d8b4042467f12775750e0b91396.png)
2.构建屏幕大小,可移动敌人与可移动游戏角色。
import pygame
import random
WIDTH = 480
HEIGHT = 600
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Space Shooter')
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
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)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
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)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
all_sprites.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
- 构建冲突, 碰撞后退出游戏
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/c7777ac4f3f957d5ef52cadd5108e5c2.png)
import pygame
import random
WIDTH = 480
HEIGHT = 600
FPS = 60
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('Space Shooter')
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
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)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
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)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
running = True
while running:
clock.tick(FPS)
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(mobs, bullets, True, True)
for hit in hits:
m = Mob()
all_sprites.add(m)
mobs.add(m)
hits = pygame.sprite.spritecollide(player, mobs, False)
if hits:
running = False
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
- 增加图形界面,看起来更像游戏:
相关图片,可在pygame 官网下载
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/1b8f9ae9872c3af27ab57ad65c947f5c.png)
import pygame
import random
from os import path
game_folder = path.dirname('C:\\Users\\ZZJ\\img')
img_dir = path.join(game_folder, 'img')
WIDTH = 480
HEIGHT = 600
FPS = 60
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('Space Shooter')
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = meteor_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
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)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
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)
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.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
background = pygame.image.load(path.join(img_dir, 'blue.png')).convert()
background = pygame.transform.scale(background, (480, 600))
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png'))
meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png'))
bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png'))
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
running = True
while running:
clock.tick(FPS)
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(mobs, bullets, True, True)
for hit in hits:
m = Mob()
all_sprites.add(m)
mobs.add(m)
hits = pygame.sprite.spritecollide(player, mobs, False)
if hits:
running = False
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
- 改善碰撞功能
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/72da1149c9892cbb1a4791a63f3f191a.png)
构建完美碰撞:
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/baf3d8b98b352cd0022e8385ed08f453.png)
import pygame
import random
from os import path
game_folder = path.dirname('C:\\Users\\ZZJ\\img')
img_dir = path.join(game_folder, 'img')
WIDTH = 480
HEIGHT = 600
FPS = 60
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('Space Shooter')
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT