python游戏-space shooter

第一步:构建基本框架

  1. 当前需要达到基本的模型:
    在这里插入图片描述
    2.构建屏幕大小,可移动敌人与可移动游戏角色。
# pygame template - skeleton for  a  new python project, shmup game
import pygame
import random

# define screen size
WIDTH = 480 # 360
HEIGHT = 600 # 480

# FRAME PER SECOND
FPS = 60 

# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)

# initialize pygame and create wiindow
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):
    # sprite for the player
    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)
# Game loop
running = True
while running:
    # keep loop running at the right speed
    clock.tick(FPS)
    # process input (event)
    for event in pygame.event.get():
        # check for closing windows
        if event.type == pygame.QUIT:
            running = False
    # update
    all_sprites.update()
    # Draw / render
    screen.fill(BLACK)
    # after drawing everything, flip the display
    # TWO SIDE OF SCREEN ONE FOR PROGRAMMER ONE FOR PLAYER
    all_sprites.draw(screen)
    pygame.display.flip() 

pygame.quit()
  1. 构建冲突, 碰撞后退出游戏

在这里插入图片描述

# pygame template - skeleton for  a  new python project, shmup game
import pygame
import random

# define screen size
WIDTH = 480 # 360
HEIGHT = 600 # 480

# FRAME PER SECOND
FPS = 60 

# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

# initialize pygame and create wiindow
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):
    # sprite for the player
    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
        # kill if it moves off the top of the screen
        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)
# Game loop
running = True
while running:
    # keep loop running at the right speed
    clock.tick(FPS)
    # process input (event)
    for event in pygame.event.get():
        # check for closing windows
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()
    # update
    all_sprites.update()
    # check to see if a bullet hit a mob
    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:
        m = Mob()
        all_sprites.add(m)
        mobs.add(m)
    # check if a mob hit a player
    hits = pygame.sprite.spritecollide(player, mobs, False)
    if hits:
        running = False
    # Draw / render
    screen.fill(BLACK)
    # after drawing everything, flip the display
    # TWO SIDE OF SCREEN ONE FOR PROGRAMMER ONE FOR PLAYER
    all_sprites.draw(screen)
    pygame.display.flip() 

pygame.quit()
  1. 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
# pygame template - skeleton for  a  new python project, shmup game
import pygame
import random
from os import path

# find path if file
game_folder = path.dirname('C:\\Users\\ZZJ\\img')
img_dir = path.join(game_folder, 'img')
# define screen size
WIDTH = 480 # 360
HEIGHT = 600 # 480

# FRAME PER SECOND
FPS = 60 

# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

# initialize pygame and create wiindow
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):
    # sprite for the player
    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
        # kill if it moves off the top of the screen
        if self.rect.bottom < 0:
            self.kill()
    
# load all game graphics
background = pygame.image.load(path.join(img_dir, 'blue.png')).convert()
background = pygame.transform.scale(background, (480, 600)) # change the size
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)
# Game loop
running = True
while running:
    # keep loop running at the right speed
    clock.tick(FPS)
    # process input (event)
    for event in pygame.event.get():
        # check for closing windows
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()
    # update
    all_sprites.update()
    # check to see if a bullet hit a mob
    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:
        m = Mob()
        all_sprites.add(m)
        mobs.add(m)
    # check if a mob hit a player
    hits = pygame.sprite.spritecollide(player, mobs, False)
    if hits:
        running = False
    # Draw / render
    screen.fill(BLACK)
    screen.blit(background, background_rect) # copy pixel of  one thing to another thing
    # after drawing everything, flip the display
    # TWO SIDE OF SCREEN ONE FOR PROGRAMMER ONE FOR PLAYER
    all_sprites.draw(screen)
    pygame.display.flip() 

pygame.quit()
  1. 改善碰撞功能
    在这里插入图片描述
    构建完美碰撞:
    在这里插入图片描述
# pygame template - skeleton for  a  new python project, shmup game
import pygame
import random
from os import path

# find path if file
game_folder = path.dirname('C:\\Users\\ZZJ\\img')
img_dir = path.join(game_folder, 'img')
# define screen size
WIDTH = 480 # 360
HEIGHT = 600 # 480

# FRAME PER SECOND
FPS = 60 

# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

# initialize pygame and create wiindow
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):
    # sprite for the player
    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
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        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
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