pygame实现飞机大战

本文实例为大家分享了pygame实现飞机大战的具体代码,供大家参考,具体内容如下

运行效果图:


    import pygame
    import random
    import time
    import os
    from os import path
    
    WIDTH = 480
    HEIGHT = 600
    FPS = 60#每秒显示多少帧
    POWERUP_TIME = 5000
    
    COLOR = (255,174,200)
    WHITE = (255,255,255)
    BLACK = (0,0,0)
    GREEN = (0,255,0)
    BLUE = (0,0,255)
    RED = (255,0,0)
    YELLOW = (255,255,0)
    #game_folder = os.path.dirname(__file__)
    #img_folder = os.path.join(game_folder,'img')
    
    pygame.init()
    pygame.mixer.init()#声音的初始化
    screen = pygame.display.set_mode((WIDTH,HEIGHT))#屏幕
    pygame.display.set_caption("星际大战")#题目
    clock = pygame.time.Clock()
    
    
    snd_dir = path.join(path.dirname(__file__), 'snd')
    img_dir = path.join(path.dirname(__file__), 'img')
    background = pygame.image.load(path.join(img_dir, 'background.png'))
    background_rect = background.get_rect()
    player_img = pygame.image.load(path.join(img_dir,'playerShip1.png'))
    player_mini_img = pygame.transform.scale(player_img, (25, 19))
    player_mini_img.set_colorkey(BLACK)
    #meteor_img = pygame.image.load(path.join(img_dir, "meteorBrown.png"))
    bullet_img = pygame.image.load(path.join(img_dir, "laserRed.png"))
    missile_img = pygame.image.load(path.join(img_dir, "missileRed.png"))
    meteor_images = []
    meteor_list =['monster11.png','monster22.png','monster33.png','monster44.png','monster55.png']
    for img in meteor_list:
     meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
    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()
    powerup_images['star'] = pygame.image.load(path.join(img_dir, 'star_gold.png')).convert()
    powerup_images['heart'] = pygame.image.load(path.join(img_dir, 'heart_gold.png')).convert()
    shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'shoot_sound.wav'))
    expl_sounds = []
    for snd in ['rumble1.ogg', 'bomb.wav']:
     expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
    pygame.mixer.music.load(path.join(snd_dir, 'back_music.wav'))
    pygame.mixer.music.set_volume(0.7)
    
    #爆炸效果
    explosion_anim = {}
    explosion_anim['lg'] = []
    explosion_anim['sm'] = []
    explosion_anim['player'] = []
    for i in range(4):
     filename = 'explosion0{}.png'.format(i)
     img = pygame.image.load(path.join(img_dir, filename)).convert()
     img.set_colorkey(WHITE)
     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) #玩家爆炸
     filename = 'explosion0{}.png'.format(i)
     img = pygame.image.load(path.join(img_dir, filename)).convert()
     img.set_colorkey(WHITE)
     explosion_anim['player'].append(img)
    
    ####################################### 类区 #######################################
    
    class Player(pygame.sprite.Sprite):
     def __init__(self):
      pygame.sprite.Sprite.__init__(self)
      #self.image = player_img
      self.image = pygame.Surface((50,40))#设置精灵大小
      self.image = pygame.transform.scale(player_img, (40, 39))#调整图片大小
      self.image.set_colorkey(BLACK)
      self.rect = self.image.get_rect()
      self.radius = 18
      #pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
      self.rect.centerx=WIDTH/2
      self.rect.bottom = HEIGHT - 10
      self.speedx = 0
      self.shield = 100
      self.shoot_delay = 250 #发射子弹间隔ms
      self.last_shot = pygame.time.get_ticks()#跟踪最后一个子弹射击的时间
      self.lives = 3
      self.hidden = False
      self.hide_timer = pygame.time.get_ticks()
      self.power = 1
      self.power_time = pygame.time.get_ticks()
    
     def shoot(self):
      now = pygame.time.get_ticks()
      if now - self.last_shot > self.shoot_delay:#满足间隔时间
       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()
       if self.power == 3:
        bullet1 = Bullet(self.rect.left, self.rect.centery)
        bullet2 = Bullet(self.rect.right, self.rect.centery)
        missile1 = Missile(self.rect.centerx, self.rect.top) # 导弹
        all_sprites.add(bullet1)
        all_sprites.add(bullet2)
        all_sprites.add(missile1)
        bullets.add(bullet1)
        bullets.add(bullet2)
        bullets.add(missile1)
        shoot_sound.play()
      # timeout for powerups
      if self.power >= 3 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
       self.power -= 1
       self.power_time = pygame.time.get_ticks()
    
     def hide(self):
      # hide the player temporarily
      self.hidden = True
      self.hide_timer = pygame.time.get_ticks()
      self.rect.center = (WIDTH / 2, HEIGHT + 200)
    
     def powerup(self):
      self.power += 1
      self.power_time = pygame.time.get_ticks()
    
     def lifeup(self):
      if self.lives < 3:
       self.lives += 1
      elif self.lives == 3:
       self.lives = 3
    
     def update (self):
      self.speedx = 0
      keystste = pygame.key.get_pressed()
      if keystste[pygame.K_LEFT]:
       self.speedx = -8
      if keystste[pygame.K_RIGHT]:
       self.speedx = 8
      if keystste[pygame.K_SPACE]:
       self.shoot()
      self.rect.x += self.speedx
      if self.rect.right > WIDTH:
       self.rect.right = WIDTH
      if self.rect.left < 0:
       self.rect.left = 0
      # unhide if hidden
      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
    
    
    class Mob(pygame.sprite.Sprite):
     def __init__(self):
      pygame.sprite.Sprite.__init__(self)
      self.image_orig = random.choice(meteor_images)
      self.image_orig.set_colorkey(COLOR)
      self.image = self.image_orig.copy()
      self.rect = self.image.get_rect()
      #self.image = player_img
      #self.image = pygame.Surface((30,40))#设置精灵大小
      #self.image = pygame.transform.scale(meteor_img, (39, 39))
      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
      self.rot_speed = random.randrange(-8, 8)#每次旋转度 数字是速度,正值是顺时针
      self.last_update = pygame.time.get_ticks()#自时钟启动以来已经过了多少毫秒
    
     def update(self):
      self.rotate()
      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.update()
    
     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
       new_image = pygame.transform.rotate(self.image_orig, self.rot)
       #self.image = pygame.transform.rotate(self.image_orig, self.rot)#从原始图像上改
       #self.image = pygame.transform.rotate(self.image, self.rot_speed)
       old_center = self.rect.center
       self.image = new_image
       self.rect = self.image.get_rect()
       self.rect.center = old_center
    
    class Bullet(pygame.sprite.Sprite):
     def __init__(self, x, y):
      pygame.sprite.Sprite.__init__(self)
      self.image = pygame.Surface((10, 20))
      self.image = pygame.transform.scale(bullet_img, (15, 40))
      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()
    
    #创建导弹类#
    class Missile(pygame.sprite.Sprite):
     def __init__(self, x, y):
      pygame.sprite.Sprite.__init__(self)
      self.image = missile_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()
    
    
    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 #frame_rate属性:控制如何快速运行动画
    
     def update(self):  #描画爆炸效果(前提是Explosion对象被创建)
      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
    
    #玩家buf
    class Pow(pygame.sprite.Sprite):
     def __init__(self, center):
      pygame.sprite.Sprite.__init__(self)
      self.type = random.choice(['shield', 'gun','star','heart'])
      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
      # kill if it moves off the bottom of the screen
      if self.rect.top > HEIGHT:
       self.kill()
    
    
    #######################################函数区#######################################
    
    #画分数框
    font_name = pygame.font.match_font('arial')
    def draw_text(surf, text, size, x, y):
     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)
    
    #画血条
    def draw_shield_bar(surf, x, y, pct): #pct填充参数(shield血量)
     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, COLOR, fill_rect)
     pygame.draw.rect(surf, WHITE, outline_rect, 2)
    
    #产生新怪物
    def newmob():
     m = Mob()
     all_sprites.add(m)
     mobs.add(m)
    
    #显示生命
    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)
    
    def show_go_screen():
     screen.blit(background, background_rect)
     draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
     draw_text(screen, "Arrow keys move, Space to fire", 22, WIDTH / 2, HEIGHT / 2)
     draw_text(screen, "Heart can add a life. Stars can clear all monsters.", 16, WIDTH / 2, HEIGHT * 4 / 5)
     draw_text(screen, "Shield can add blood. Space to fire. Lightning can strengthen bullets.", 16, WIDTH / 2, HEIGHT * 5 / 6)
     draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 2 / 3)
    
     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:
        waiting = False
    
    all_sprites = pygame.sprite.Group()
    bullets = pygame.sprite.Group() #碰撞检测组 子弹组
    mobs = pygame.sprite.Group()
    powerups = pygame.sprite.Group()
    player = Player()
    all_sprites.add(player)
    for i in range(8):    #创建障碍物
     newmob()
    
    
    score = 0
    count = 0#用于循环计算FPS
    start =time.time()
    pygame.mixer.music.play(loops=-1) #背景音乐
    
    
    game_over = True
    running = True
    while running:
     if game_over:
      show_go_screen()
      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)#保持正确的时间运行
     for event in pygame.event.get():
      # check for closing window
      if event.type == pygame.QUIT:
       running = False
      #elif event.type == pygame.KEYDOWN:
       # if event.key == pygame.K_SPACE:
       #  player.shoot()
     # Update
     all_sprites.update()
    
     # 检查障碍物与玩家碰撞
     #hits = pygame.sprite.spritecollide(player, mobs, False)#碰撞检测,true碰撞后会消失
     hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
     for hit in hits:
      player.shield -= hit.radius * 2
      expl = Explosion(hit.rect.center, 'sm')
      all_sprites.add(expl)
      newmob()
    
      if player.shield <= 0:
       death_explosion = Explosion(player.rect.center, 'lg')
       all_sprites.add(death_explosion)
       random.choice(expl_sounds).play()
       player.hide()
       player.lives -= 1
       player.shield = 100
      #player.kill()
       # if the player died and the explosion has finished playing
     if player.lives == 0 and not death_explosion.alive():
      game_over = True
      #running = False
      #if hits: running = False
    
      #draw
      screen.fill(BLACK)
      screen.blit(background, background_rect)
      all_sprites.draw(screen)
      draw_text(screen, str(score), 18, WIDTH / 2, 10)
    
     #all_sprites.update()
    
     # 检查子弹击中障碍物
     hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
     for hit in hits:
      score += 50 - hit.radius
      random.choice(expl_sounds).play()
      expl = Explosion(hit.rect.center, 'lg')
      all_sprites.add(expl)
      if random.random() > 0.9:#10%的几率奖励
       pow = Pow(hit.rect.center)
       all_sprites.add(pow)
       powerups.add(pow)
      newmob()
    
     # 检查玩家击中powerup(盾牌或能量)
     hits = pygame.sprite.spritecollide(player, powerups, True)
     for hit in hits:
      #加血
      if hit.type == 'shield':
       player.shield += random.randrange(10, 30)
       if player.shield >= 100:
        player.shield = 100
      #子弹增强
      if hit.type == 'gun':
       player.powerup()
      #清楚屏内所有怪物
      if hit.type == 'star':
       mob_ctr = 0
       for mob in mobs.sprites():
        mob.kill()
        mob_ctr += 1
       for i in range(mob_ctr):
        newmob()
      #生命加 1
      if hit.type == 'heart':
       player.lifeup()
       #print(player.lives)
       draw_lives(screen, WIDTH - 100, 5, player.lives,player_mini_img)
       pygame.display.flip()
     #显示
     #背景填充
     screen.fill(BLACK)
     screen.blit(background, background_rect)
     all_sprites.draw(screen)
     draw_text(screen, str(score), 27, WIDTH / 2, 10)
     draw_shield_bar(screen, 5, 5, player.shield)
     draw_lives(screen, WIDTH - 100, 5, player.lives,player_mini_img)#画生命
     #all_sprites.draw(screen)
     pygame.display.flip()#完成后翻面白板,屏幕显示
    
    pygame.quit()

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

在这里插入图片描述

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