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python pygame模块编写飞机大战

2020-01-04 14:01:16
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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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