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python pygame模块编写飞机大战

2019-11-25 13:47:45
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本文实例为大家分享了python pygame模块编写飞机大战的具体代码,供大家参考,具体内容如下

该程序没有使用精灵组,而是用列表存储对象来替代精灵组的动画效果。用矩形对象的重叠来判断相撞事件。该程序可以流畅运行,注释较为详细,希望可以帮助大家。

import pygamefrom pygame.locals import *from sys import exitimport timeimport random# 创建子弹类,把子弹的图片转化为图像对象,设定固定的移动速度class Bullet(): def __init__(self,bulletfilename,bulletpos):  self.bulletimg = pygame.image.load(bulletfilename)  self.bullet_rect = self.bulletimg.get_rect()  self.bullet_image = self.bulletimg.subsurface(self.bullet_rect)  self.bullet_rect.midbottom = bulletpos  self.speed = 2 def move(self):  self.bullet_rect.top -= self.speed# 创建玩家飞机类,用面向对象的思想来对待class play_plane_fly(): def __init__(self,play_image_filename,play_pos):  self.image = pygame.image.load(play_image_filename)  self.plane_rect = self.image.get_rect()  self.play_image = self.image.subsurface(self.plane_rect)  self.plane_rect.midtop = play_pos  self.speed = 2  # 子弹是由玩家飞机发射的,所以创建列表,存储子弹对象,使该列表变为该类的属性  self.bullets = []  self.is_hitted = False # 生成函数,完成发射子弹动作,同时将每个子弹对象存在列表中 def shoot(self,bullet_filename):  bulletobj = Bullet(bullet_filename,self.plane_rect.midtop)  self.bullets.append(bulletobj) # 向上移动,当飞机移动到边框位置时,无法移动 def moveup(self):  if self.plane_rect.top <= 0:   self.plane_rect.top = 0  else:   self.plane_rect.top -= self.speed # 向下移动,当飞机移动到边框位置时,无法移动 def movedown(self):  if self.plane_rect.top >= 950 - self.plane_rect.height:   self.plane_rect.top = 950 - self.plane_rect.height  else:   self.plane_rect.top += self.speed # 向右移动,当飞机移动到边框位置时,无法移动 def moveleft(self):  if self.plane_rect.left <= -40:   self.plane_rect.left = -40  else:   self.plane_rect.left -= self.speed # 向左移动,当飞机移动到边框位置时,无法移动 def moveright(self):  if self.plane_rect.left >= 700 - self.plane_rect.width:   self.plane_rect.left = 700 - self.plane_rect.width  else:   self.plane_rect.left += self.speed# 生成敌机类,设定固定的移动速度class Enemy(): def __init__(self,enemyfilename,enemypos):  self.img = pygame.image.load(enemyfilename)  self.enemy_rect = self.img.get_rect()  self.enemy_image = self.img.subsurface(self.enemy_rect)  self.enemy_rect.midbottom = enemypos  self.speed = 1 def move(self):  self.enemy_rect.bottom += self.speedclock = pygame.time.Clock()def main(): # 初始化文字屏幕 pygame.font.init() # 初始化图像屏幕 pygame.init() # 设定游戏帧 clock.tick(50) # 设定游戏屏幕大小 screen = pygame.display.set_mode((660,950)) # 设定游戏名称 pygame.display.set_caption('飞机大战') # 加载背景图片,生成图像对象 background = pygame.image.load('image/background.png').convert() backgroundsurface = pygame.transform.scale(background, (660, 950)) # 加载游戏结束图片,生成图像对象 gameover = pygame.image.load('image/gameover.png').convert() gameoversurface = pygame.transform.scale(gameover,(660, 950)) playplanefilename = 'image/myself.png' planepos = [330,600] player = play_plane_fly(playplanefilename,planepos) bulletfilename = 'image/bullet.png' # 按频率生成子弹,初始化数字为0 bullet_frequency = 0 enemyfilename = 'image/airplane.png' # 按频率生成敌机,初始化数字为0 enemy_frequency = 0 enemys = [] myfont = pygame.font.SysFont("arial", 40) textImage = myfont.render("Score ", True, (0,0,0)) # 初始化得分为0 Score = 0 # 敌机被子弹击中时的动画,将每张图片的图像对象存在列表中 enenys_down = [] enemy0_down = pygame.image.load('image/airplane_ember0.png') enemy0_down_rect = enemy0_down.get_rect() enemydown0 = enemy0_down.subsurface(enemy0_down_rect) enenys_down.append(enemydown0) enemy1_down = pygame.image.load('image/airplane_ember1.png') enemy1_down_rect = enemy1_down.get_rect() enemydown1 = enemy1_down.subsurface(enemy1_down_rect) enenys_down.append(enemydown1) enemy2_down = pygame.image.load('image/airplane_ember2.png') enemy2_down_rect = enemy2_down.get_rect() enemydown2 = enemy2_down.subsurface(enemy2_down_rect) enenys_down.append(enemydown2) enemy3_down = pygame.image.load('image/airplane_ember3.png') enemy3_down_rect = enemy3_down.get_rect() enemydown3 = enemy3_down.subsurface(enemy3_down_rect) enenys_down.append(enemydown3) while True:  # 动态显示得分  score = str(Score)  myscore = pygame.font.SysFont("arial", 40)  scoreImage = myscore.render(score, True, (0, 0, 0))  # 判断事件,防止卡顿或者意外退出  for event in pygame.event.get():   if event.type == pygame.QUIT:    pygame.quit()    exit()  key_pressed = pygame.key.get_pressed()  if key_pressed[K_UP] or key_pressed[K_w]:   player.moveup()  if key_pressed[K_DOWN] or key_pressed[K_s]:   player.movedown()  if key_pressed[K_LEFT] or key_pressed[K_a]:   player.moveleft()  if key_pressed[K_RIGHT] or key_pressed[K_d]:   player.moveright()  screen.blit(backgroundsurface, (0, 0))  if not player.is_hitted:   # 按频率生成子弹   if bullet_frequency % 30 == 0:    player.shoot(bulletfilename)   bullet_frequency += 1   if bullet_frequency >= 30:    bullet_frequency = 0   # 让子弹动起来   for i in player.bullets:    i.move()    screen.blit(i.bullet_image,i.bullet_rect)    # 当子弹飞出屏幕,删除子弹对象    if i.bullet_rect.bottom <= 0:     player.bullets.remove(i)   # 按频率生成敌机   if enemy_frequency % 100 == 0:    enemypos = [random.randint(30, 630), 0]    enemyplane = Enemy(enemyfilename, enemypos)    #将敌机对象添加到列表中    enemys.append(enemyplane)   enemy_frequency += 1   if enemy_frequency >= 100:    enemy_frequency = 0   # 让敌机动起来   for i in enemys:    i.move()    screen.blit(i.enemy_image,i.enemy_rect)    # 当敌机飞出屏幕,删除敌机对象    if i.enemy_rect.bottom >= 950:     enemys.remove(i)    # 遍历子弹对象,判断子弹是否击中敌机    for j in player.bullets:     # 如果击中,分数增加,同时移除该子弹和敌机对象     if pygame.Rect.colliderect(j.bullet_rect,i.enemy_rect):      Score += 100      enemys.remove(i)      player.bullets.remove(j)      for k in enenys_down:       screen.blit(k,i.enemy_rect)    # 遍历敌机对象,判断玩家是否和敌机相撞    if pygame.Rect.colliderect(player.plane_rect,i.enemy_rect):     # 修改is_hitted的值,跳出该层循环     player.is_hitted = True     break   screen.blit(player.play_image,player.plane_rect)   screen.blit(textImage, (0,0))   screen.blit(scoreImage, (110, 0))   pygame.display.update()  # 玩家退出时显示分数和游戏结束  else:   screen.blit(gameoversurface,(0,0))   screen.blit(textImage, (0, 0))   screen.blit(scoreImage, (110, 0))   pygame.display.update()   time.sleep(2)   breakmain()

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